[Soc-2013-dev] Weekly Report #3 BGE LoD and Bug Fixing

Daniel Stokes kupomail at gmail.com
Sat Jul 6 08:58:49 CEST 2013


To clarify, the script will search the scene based on the selected object's
name, and try to setup the lod levels based on the names of other objects.
Naming conventions that work with this script are any that begin or end in
LOD# (where # is the number of the lod level with 0 being the highest
detail object). The key term is case insensitive, so you can use lod# or
LOD#. The key is to be consistent so the script can find your objects. I
will write up some more detailed documentation on this. I just wanted to
make sure people did not think that this script will automatically create
the necessary objects for lower levels of detail.

Regards,
Daniel Stokes


On Fri, Jul 5, 2013 at 10:10 PM, Daniel Stokes <kupomail at gmail.com> wrote:

> ==Progress==
> The level of detail system now works in the BGE for meshes and materials
> on both regular objects and dupligroups. More testing will be needed to
> determine how well the level of detail system works with libloading. I have
> also created an operator that will automatically setup levels of detail on
> a selected object based on the object's name.
>
> I ended up not working much on the demo level, so that will have to be
> moved to next week.
>
> ==Next Week's Plans==
> My timeline had allocated up to four weeks for working on the level of
> detail system, so I will take that fourth week to further test and polish
> the system. I also plan to work on some documentation and demos for the
> system.
>
> ==Problems/Questions==
> Things are going well :)
>
> Regards,
> Daniel Stokes
>
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