[Bf-gamedev] Several Concerns about GSOC

s23su at uwaterloo.ca s23su at uwaterloo.ca
Sat Mar 15 18:41:40 CET 2014


Thank you all for the input. Sorry I've been a little out of contact  
since I just got 3 exams in a roll in the past few days.

Those ideas are definitely inspiring and I'm doing more research about  
the ANT stuff. The only one thing I'm worried about is that I might  
not be skillful and experienced enough to handle all the possible  
problems through developing the feature. So I'm also kind of  
evaluating whether it's something doable for me and whether I am able  
to finish it on time.

Anyways, I'll just push myself and see how far I can reach before the  
GSOC deadline. Although I want to have a say and get involved so  
badly, for the worst scenario, if I couldn't make it, I would keep  
working on this and develop more solid skills(i.e. deeper C++ and  
OpenGL stuffs and probably try to make my first game with Blender:D).  
Let's keep in touch!



Cheers,
Susie

Quoting bf-gamedev-request at blender.org:

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>    1. Thanks a lot! (s23su at uwaterloo.ca)
>    2. Re: Several Concerns about GSOC (Crocadillian)
>    3. Re: Several Concerns about GSOC (FRANCISCO ORTIZ)
>    4. LOD (Jacob Merrill)
>    5. Re: Several Concerns about GSOC (Jacob Merrill)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 12 Mar 2014 07:35:50 -0400
> From: s23su at uwaterloo.ca
> Subject: [Bf-gamedev] Thanks a lot!
> To: bf-gamedev at blender.org
> Message-ID:
> 	<20140312073550.2054463zzxyjnbsw at www.nexusmail.uwaterloo.ca>
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> Thank you for the replies, Campbell and Jacob! I'll definitely look
> into those. I think things might get easier once I get started. My
> plan is just trying my best to do some researches and come up with a
> proposal by this Saturday so that we can discuss a little more about
> the details involved early next week.
>
> Good luck with everything :)
>
> Cheers,
> Susie
>
> Quoting bf-gamedev-request at blender.org:
>
>> Send Bf-gamedev mailing list submissions to
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>> or, via email, send a message with subject or body 'help' to
>> 	bf-gamedev-request at blender.org
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>> When replying, please edit your Subject line so it is more specific
>> than "Re: Contents of Bf-gamedev digest..."
>>
>>
>> Today's Topics:
>>
>>    1. Re: Several Concerns about GSOC (Campbell Barton)
>>    2. Re: Several Concerns about GSOC (Jacob Merrill)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Wed, 12 Mar 2014 02:29:15 +1100
>> From: Campbell Barton <ideasman42 at gmail.com>
>> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
>> To: bf-gamedev at blender.org
>> Message-ID:
>> 	<CAEcf3NxJctV8fdE+1HVCT5wrFChKhjeMhauR+b5a34JC=Kk_YQ at mail.gmail.com>
>> Content-Type: text/plain; charset=UTF-8
>>
>> Hi Susie,
>>
>> This could work but probably you have to take a bit if care to do it
>> in such a way thats not specific to an engine.
>>
>> First it would be interesting to talk to anyone who makes levels with
>> blender, even for small smart-phone games, and see the issues they run
>> into.
>>
>> Some stuff to investigate.
>>
>> - Modeling tools which you might use to make levels more efficiently.
>> - UV Mapping for levels (we could do better here).
>> - Baking shadowmaps for games (do games still do this? :D).
>> - Any features from blender missing that would help it be extensible
>> for addons to make special level editors for specific engines.
>> - Exporters for game level formats (outside the scope of GSOC, but
>> worth being aware of).
>>
>> For really good level editors you will probably end up wanting  to
>> write an addon with specialized panels and integrated exporter. But
>> there is certainly room for improvement for general purpose level
>> editing features too.
>>
>> On Mon, Mar 10, 2014 at 2:12 PM,  <s23su at uwaterloo.ca> wrote:
>>> Hi everyone,
>>>
>>> My name is Susie, and I'm a first-year Software Engineering student
>>> from University of Waterloo. I've learned a lot about C++ and C in
>>> school but am still new to game development. I looked through all the
>>> sample ideas on the website and found that adding a function of level
>>> editor to the game engines is more of my interest. Can somebody please
>>> give me some suggestions on where I should start from or what kind of
>>> projects related to this is more doable?
>>>
>>> Any advice is appreciated:)
>>>
>>>
>>>
>>> Thanks,
>>> Susie
>>>
>>>
>>>
>>> _______________________________________________
>>> Bf-gamedev mailing list
>>> Bf-gamedev at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>
>>
>>
>> --
>> - Campbell
>>
>>
>> ------------------------------
>>
>> Message: 2
>> Date: Tue, 11 Mar 2014 08:41:35 -0700
>> From: Jacob Merrill <blueprintrandom1 at gmail.com>
>> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
>> To: bf-gamedev at blender.org
>> Message-ID:
>> 	<CA+iAO4b3AcoHb34p+75zxSs0hL6_2BXyBP_xTVYZsSou=pvjDg at mail.gmail.com>
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>> Make a 6dof actuator?
>> They are infinitely usable, but the constraint python is not easy to follow
>> and has no data recall-abilty.
>> Like own.rbjTarget =Rigid body joint target.
>>
>> This data can not be recalled unless you set it and store it at frame 0, (a
>> pain in the butt!)
>>
>> Of you made a 6dof actuator, and a 6dof sensor. Things like grappling
>> hooks, and physical movements become possible.
>>
>> The 6dof sensor could allow for dynamic balance as well as for deviations
>> in walk cycles for rigged Ragdolls.
>>
>> As far as a level editor goes, it is hard to do without being to hardcoded
>> to one game type. Even quake map tools are only as good as the
>> pre-fabricated pieces.
>>
>> Check blender artists game engine resources,
>> Jakii's rigged walking Ragdoll is better then my TorqueRig,
>> As the torquedolls actions are more like a torquemap.
>> Ie if property walk is between 1 and 15 apply x torque.
>> On Mar 9, 2014 8:13 PM, <s23su at uwaterloo.ca> wrote:
>>
>>> Hi everyone,
>>>
>>> My name is Susie, and I'm a first-year Software Engineering student
>>> from University of Waterloo. I've learned a lot about C++ and C in
>>> school but am still new to game development. I looked through all the
>>> sample ideas on the website and found that adding a function of level
>>> editor to the game engines is more of my interest. Can somebody please
>>> give me some suggestions on where I should start from or what kind of
>>> projects related to this is more doable?
>>>
>>> Any advice is appreciated:)
>>>
>>>
>>>
>>> Thanks,
>>> Susie
>>>
>>>
>>>
>>> _______________________________________________
>>> Bf-gamedev mailing list
>>> Bf-gamedev at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>>
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>
>
>
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Wed, 12 Mar 2014 19:49:51 +0000
> From: Crocadillian <crocadillian at me.com>
> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
> To: bf-gamedev at blender.org
> Message-ID: <251C8F7C-3F63-4371-9630-6D60C4B9F07B at me.com>
> Content-Type: text/plain; charset=us-ascii
>
> Hey Susie, i'm a third year Computer Games Design student at  
> Staffordshire University, and i've recently been playing around with  
> ideas on how to make levels and scene building in general more  
> intuitive inside Blender, as well as other features such as UV  
> Mapping and Lightmap Baking.  I did some pre-production and  
> prototyping work in Blender last summer to understand how a large  
> scale game environment could be built as efficiently as possible,  
> and I have a lot of observations and ideas on how it could be better.
>
> This email was originally going to be short, but I found that I  
> actually had a lot to talk about, and I hope it doesn't sound like  
> i'm asking for features or anything.  As i've  recently done some  
> research and tried to consider this problem and as you're interested  
> in potentially enhancing level building, i'm eager to share with you  
> the conclusions i've come to in making level design better, and  
> fixing this issue in the production pipeline that as of yet hasn't  
> been sorted by anyone it seems (at least in commercially available  
> game engines).
>
> I don't know specifically how mailing lists work as this is the  
> first time i've replied to one, but instead of clog everyones  
> inboxes with this huge message, i've posted the contents of my  
> discussion on this pastebin link: http://pastebin.com/bz3Lzy5e
>
> I'd also appreciate feedback from anyone else as to the practicality  
> and viability of the concept and discussion made here, as i'm sure  
> its not the only way to solve issues in level design :3
>
> I also recently made a list of ideas for a Level Tools add-on for  
> Blender, that would aid level design.  This shares some similarities  
> with whats discussed above, although discusses some new ideas like a  
> Collision Mesh modifier, and is far, far shorter:  
> http://pastebin.com/Z8epf5Hf
>
> ------------------------------
>
> Message: 3
> Date: Wed, 12 Mar 2014 19:14:49 -0300
> From: FRANCISCO ORTIZ <chicortiz at gmail.com>
> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
> To: bf-gamedev at blender.org
> Message-ID:
> 	<CALPa+5Gxg_8B-6p=VCPBW1szHPkrLLNNk5NyFn1wkfR7gT_knw at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hello Susie and welcome! :)
>
> I think an important thing to consider when doing level design (or
> programming tools to do it) is which is the size of the team.
>
> So for example there is one front which would be more related to efforts
> from Blenderfoundation and "bigger" teams:
>
> http://code.blender.org/index.php/2013/09/valve-steam-workshop-donations-2-devs-get-hired/
>
> When I say "big" team I say something like this:
>
> http://blog.wolfire.com
>
> (Please Don't forget to check ideas from Wolfire related to level design).
>
> In the other corner Blender Game Development is this (which is more to do
>  with "one man show"):
>
> http://blenderartists.org/forum/forumdisplay.php?34-Game-Engine
>
> Considering both worlds, I believe everyone can benefit from realtime
> feedback, specially while we are making prototypes.
>
> Pretty much in the line that game developer Eskil Steenberg does for Uv
> Mapping:
>
> http://news.quelsolaar.com/#post70
>
> Some important / active names inside Blender game development related to C,
> C++ and Python programming:
>
> Campbell (specially because of YoFrankie project).
> Moguri
> Dalai Felinto
>
> I hope that helps to get you started,
>
> Yours,
>
> Ortiz
>
> https://twitter.com/ChicOrtiz
>
>
>
> On 10 March 2014 00:12, <s23su at uwaterloo.ca> wrote:
>
>> Hi everyone,
>>
>> My name is Susie, and I'm a first-year Software Engineering student
>> from University of Waterloo. I've learned a lot about C++ and C in
>> school but am still new to game development. I looked through all the
>> sample ideas on the website and found that adding a function of level
>> editor to the game engines is more of my interest. Can somebody please
>> give me some suggestions on where I should start from or what kind of
>> projects related to this is more doable?
>>
>> Any advice is appreciated:)
>>
>>
>>
>> Thanks,
>> Susie
>>
>>
>>
>> _______________________________________________
>> Bf-gamedev mailing list
>> Bf-gamedev at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>
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> ------------------------------
>
> Message: 4
> Date: Wed, 12 Mar 2014 22:33:47 -0700
> From: Jacob Merrill <blueprintrandom1 at gmail.com>
> Subject: [Bf-gamedev] LOD
> To: bf-gamedev at blender.org
> Message-ID:
> 	<CA+iAO4bm62w8Ou064tV5xnxDzb9RwwaeSGsavZhi10hRRm=afA at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> First off I would like to say thank you, game developers.
>
> Second off, I would like to know, is kupomans LOD handled by a C thread?
>
> And third, I would like to know if each item having the property "distance"
> assigned to it is possible,
> using the LOD generation script.
>
> I would use object.distance to change states from off/on. allowing for
> deactivation of unnecessary logic, without calling
> own.getDistanceTo(camera) extra times, as LOD already does it at every
> frame.
>
> Fourth, I ask again, if anyone can find it in their heart to code a Rigid
> body joint constraint actuator, and 6dof settings within it, It will make
> my whole life a lot easier, as establishing all my constraints on frame 1
> using python just so I can store properties I need later is a pain.
>
> actu.rbjTarget
> actu.rbjXmin
> actu.rbjXmax
> actu.rbjXRotMin
> actu.rbjxRotMax
> actu.rbjxRot
> actu.rbjxPos
>
> if I could set/get these with python, I could use it as a "psudoparent" as
> well as retrieve information from the object hosting the rbj
>
> own['Value'] = actu.rbjTarget['Value']
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> ------------------------------
>
> Message: 5
> Date: Wed, 12 Mar 2014 22:35:43 -0700
> From: Jacob Merrill <blueprintrandom1 at gmail.com>
> Subject: Re: [Bf-gamedev] Several Concerns about GSOC
> To: bf-gamedev at blender.org
> Message-ID:
> 	<CA+iAO4atcxGRpiv922U6_u75e8-M9m3=N6OMRnmgdWhg2jHEyg at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I would love to see some ANT/ procedural terrain generation coding built
> into blender, with LOD generation etc.
>
>
> On Wed, Mar 12, 2014 at 3:14 PM, FRANCISCO ORTIZ <chicortiz at gmail.com>wrote:
>
>> Hello Susie and welcome! :)
>>
>> I think an important thing to consider when doing level design (or
>> programming tools to do it) is which is the size of the team.
>>
>> So for example there is one front which would be more related to efforts
>> from Blenderfoundation and "bigger" teams:
>>
>>
>> http://code.blender.org/index.php/2013/09/valve-steam-workshop-donations-2-devs-get-hired/
>>
>> When I say "big" team I say something like this:
>>
>> http://blog.wolfire.com
>>
>> (Please Don't forget to check ideas from Wolfire related to level design).
>>
>> In the other corner Blender Game Development is this (which is more to do
>>  with "one man show"):
>>
>> http://blenderartists.org/forum/forumdisplay.php?34-Game-Engine
>>
>> Considering both worlds, I believe everyone can benefit from realtime
>> feedback, specially while we are making prototypes.
>>
>> Pretty much in the line that game developer Eskil Steenberg does for Uv
>> Mapping:
>>
>> http://news.quelsolaar.com/#post70
>>
>> Some important / active names inside Blender game development related to
>> C, C++ and Python programming:
>>
>> Campbell (specially because of YoFrankie project).
>> Moguri
>> Dalai Felinto
>>
>> I hope that helps to get you started,
>>
>> Yours,
>>
>> Ortiz
>>
>> https://twitter.com/ChicOrtiz
>>
>>
>>
>> On 10 March 2014 00:12, <s23su at uwaterloo.ca> wrote:
>>
>>> Hi everyone,
>>>
>>> My name is Susie, and I'm a first-year Software Engineering student
>>> from University of Waterloo. I've learned a lot about C++ and C in
>>> school but am still new to game development. I looked through all the
>>> sample ideas on the website and found that adding a function of level
>>> editor to the game engines is more of my interest. Can somebody please
>>> give me some suggestions on where I should start from or what kind of
>>> projects related to this is more doable?
>>>
>>> Any advice is appreciated:)
>>>
>>>
>>>
>>> Thanks,
>>> Susie
>>>
>>>
>>>
>>> _______________________________________________
>>> Bf-gamedev mailing list
>>> Bf-gamedev at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>>
>>
>>
>> _______________________________________________
>> Bf-gamedev mailing list
>> Bf-gamedev at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>
>>
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