[Bf-gamedev] Using blender timeline features

Owen Alanzo Hogarth gurenchan at gmail.com
Sun Jun 21 10:18:52 CEST 2015


@David Rosen
This is the reason why I am interested in being able to build blender as
modules. It'll take some work as I'm currently dealing with it but the idea
is to be able compile blender as a library of core functions. The python
scripts you use to export your custom format, those scripts just wrap a
lower level c api RNA_access.h which has all the functions you need to load
.blend files the way blender does, to manipulate anything in the scene the
way blender does. So instead of exporting a custom format, imagine if you
could just put these core header files into your c or c++ program. Load a
file the way blender does and do anything to the scene in your game engine
the same way that you can with the editor. That would be pretty sick, those
core files could be wrapped in something like SDL so you edit your scene
right in blender, press P or whatever and see your game running in engine.
All the problems of maintaining compatibility is gone since as blender
updates you just recompile and you're updated as well. Making this simple
would bring a lot of new eyes to blender.

@Ines Almeida
I've looked at far too many game engines and I really don't like their
design
decisions. Plus most game engines try and recreate the wheel which is scene
editing, typically you go to some 3rd party tool for asset creation, scene
layout,
then load that into your engine. I get really tired of those third party
tools either
being closed sourced and have bad support. I won't name anymore names but
blender provides tools and systems to make all those engines and 3rd party
tools
obsolete and it's open source. I'd just like things to work even if I have
to build it
myself.



On Sun, Jun 21, 2015 at 3:45 PM, Ines Almeida <britalmeida at gmail.com> wrote:

> @David Rosen I would love to hear more feedback on that.
> I assume the format you are exporting is your own as the engine is also
> yours?
> If you could elaborate on what gives you the most trouble keeping your
> scrips up to date, maybe we can do something about it. e.g. are you missing
> documentation on the changes?
>
>
> @Owen
> My advice is to settle on a game engine and a format. Look around for open
> source engines that fit your needs and check what formats they support.
> Then, check if Blender exports that format. Look in user preferences >
> addons > import/export category. You may need to enable first.
> If you want to do your own format, keep in mind that you not only need to
> write the script for the exporter in Blender, you also have to write an
> importer on the Game Engine side.
>
> --
> Inês almeida / brita_
>
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