[Bf-gamedev] Fly Mode in game engine

FRANCISCO ORTIZ chicortiz at gmail.com
Wed Feb 11 00:28:52 CET 2015


Well.. Fly mode inside the Blender game engine can be achieved with python
scripting.
One can already save binaries by activating "save as runtime"... Sorry
about my ignorance, I think I don't know what do you mean...

On 10 February 2015 at 20:33, Ed <edspammer at gmail.com> wrote:

> Hello all. Ton suggested that I see if there is any interest in this via
> Blender.org. I guess he meant this mailing list, so here goes ...
>
> My work as a structural engineer involves a lot of work using Revit to
> model buildings. I currently use Blender to create models with baked
> lighting for my clients and fellow designers to walk around using Fly Mode.
> What would be a big bonus would be to use BGE to create standalone
> executables. It would get over the 'ooh this is a bit technical' obstacle
> that people tend to put up when I explain how to make get into Fly Mode via
> Blender.
>
> But recreating Fly Mode in BGE is difficult. Some discussion here:
> http://blenderartists.org/forum/showthread.php?361352-Fly-mode-in-game-engine&p=2812542#post2812542
> .
>
> There is already such an elegant solution with Fly Mode, I wonder how hard
> it would be to put that code to additional good use in the game engine.
>
> I think there is a strong usage case for Blender here. Could give it some
> traction in a whole different area. Do you think there might be a developer
> who would consider porting Fly Mode into BGE as a logic brick, for example?
> I can see it having value for exploring game environments generally, not
> just for my purpose.
>
> If you think it might be of interest, I would be happy to provide an
> example model for you to see what I am trying to do. It's a very powerful
> way to show off a building. Much better than pre-rendered fly-throughs or
> still images.
>
> Thanks,
>
> Ed
>
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>
>
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