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Felix_Kütt's Avatar
Felix_Kütt Felix_Kütt is offline
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Quote:
Originally Posted by gomer View Post
This is some of the greatest news I have heard in a long time. I would like to hear a lot more on what your company is planning to do to the BGE. I have one question I would like answered. Are you going to maintain the cross platform nature of blender, and if so, will you make an effort to try and improve it? E.G. sound support for intel macs and proper support for ATI graphics cards?
I'd like to add to the question and extend it to the game to be produced itself:
what OS platforms will the game be released on, if more than one?
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#81   Old 09-Apr-09, 04:29   


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MatrixNAN MatrixNAN is offline
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Hey Everyone,

The PC we are targeting Windows, Linux, and Mac OSX. Yeah we are currently having to rework the 2D GLSL Filters for ATI cards so yeah we will have to support them also. When you are talking about ATI cards are you talking about them on Windows, Linux, or Mac OSX ?

Cool Dim, honestly once you see the game we are making I think you will want to buy the game for the game itself.

Cheers,
Nate Nesler
Artistic Technical Director
Twilight 22
#82   Old 09-Apr-09, 04:38   
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Nate: Looking at Martinsh's demo, I am inclined to believe you.

I am very curious about how you plan to handle character animation. Pure FK is incredibly cumbersome, so I was wondering if you were going to go with some sort of IK or baked IK. Obviously don't answer the question if you're under NDA, but this has been a topic I've been wrestling with.
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#83   Old 09-Apr-09, 05:31   
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MatrixNAN MatrixNAN is offline
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Yeah man Martins is just incredible. We are still trying to figure out if there is something he can not do. He keeps flooring us over and over again. We are trying to figure out how to clone him so we can have an army of Martinses then we would be unstoppable.
#84   Old 09-Apr-09, 06:16   
kay_Eva kay_Eva is offline
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IK always seemed to work fine for me for the past year or so
#85   Old 09-Apr-09, 07:07   
golgauth golgauth is offline
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Hello,

Quote:
Originally Posted by MatrixNAN View Post

No its no joke. You can check us out on the stock exchange if you like. We are a publicly traded company. You will get the code pretty soon Benoit had a working version around Monday of this week. Benoit has his own branch so it will go into his branch on the Blender SVN server.
Is this SVN branche accessible yet. If yes : where ? If not : when ?

Thanks a lot
#86   Old 09-Apr-09, 08:37   
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hoxolotl hoxolotl is offline
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...I'm still grasping with what is happening...
Having my own indie game company (Catnip Games) we make Projectorgames http://www.projectorgames.eu available in the Netherlands (and code and make a little art on the side for it too). Currently it's based on c# and some very nifty C++.
However I've been working on a python script for Blender that supports an infinity of controllers... it seems to be working and we'll do a stress test asap (getting 32 testers to play at the same time on one screen isn't as easy as it sounds). It's based on an edited available script so I think i'll upload the script online somewhere soon (as soon as it works as intended).
I can not express my current elated feelings correctly. As I'm really happy this is happening on the one side, but I'll need to convince a LOT of people into using the BGE commercially on the other side (they still think it's only usable for prototyping games, ha!).
What I'm getting at is: I'm hearing about xbox360 and Wii... and if the BGE could be ported to support those platforms you're going to get tears of joy from me (we already presented a few prototypes to Nintendo and they were interested, it's just our current stance of "staying indies" and "we'll buy a dev kit when we can afford it" that slows us down a bit).

All in all: good news! gimme! gimme! gim..wait, I already have it?! *glee*
............................................
"I'm not crazy! you're a flamingo!"

"If the best view is seen from the edge of a cliff, it's best to know which way you're facing before thinking two steps ahead."
#87   Old 09-Apr-09, 09:39   
Sim88 Sim88 is offline
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Good luck guys!
#88   Old 09-Apr-09, 09:44   
ben2610 ben2610 is offline
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Quote:
Is this SVN branche accessible yet. If yes : where ? If not : when ?
I am currently working on trunk. There is no need to work with a branch for the moment and if it becomes necessary, it will be accessible as another branch in Blender.

I'd like to add a precision on the Scenegraph and View frustrum culling improvements that I just commited this week: the performance boost is up to 5x but only on the scenegraph and culling part of the BGE code. If you have a small number of objects, you won't see much differences. But it means that you can now start putting many graphic objects in your scene without upsetting the BGE.

The next batch of improvements is about occlusion culling: an important feature if you want to have large opened environment with objects that can act as occluders (buildings, mountains,..). Should be in trunk before 2.49 release.

Next will come an automatic LOD system. We'll try to make it good with fading, UI, alpha plane, etc.

Note that at the same time I'm working on a complete rework of the I.K. algorithm which should provide significant speed-up in armatures animation controlled by I.K. : http://wiki.blender.org/index.php/De.../RobotIKSolver
This work is not related to EA but should come handy in time.
#89   Old 09-Apr-09, 11:45   
fobsta fobsta is offline
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@ben2610

it just gets better and better. I'm particularly interested in the LOD stuff especially the fading. It will be niece to work with a game engine that supports this again.

thank you
#90   Old 09-Apr-09, 12:57   
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tb1alexc tb1alexc is offline
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Quote:
Originally Posted by ben2610 View Post
I am currently working on trunk. There is no need to work with a branch for the moment and if it becomes necessary, it will be accessible as another branch in Blender.

I'd like to add a precision on the Scenegraph and View frustrum culling improvements that I just commited this week: the performance boost is up to 5x but only on the scenegraph and culling part of the BGE code. If you have a small number of objects, you won't see much differences. But it means that you can now start putting many graphic objects in your scene without upsetting the BGE.

The next batch of improvements is about occlusion culling: an important feature if you want to have large opened environment with objects that can act as occluders (buildings, mountains,..). Should be in trunk before 2.49 release.

Next will come an automatic LOD system. We'll try to make it good with fading, UI, alpha plane, etc.

Note that at the same time I'm working on a complete rework of the I.K. algorithm which should provide significant speed-up in armatures animation controlled by I.K. : http://wiki.blender.org/index.php/De.../RobotIKSolver
This work is not related to EA but should come handy in time.
... You legend. I can't believe this is happening!
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#91   Old 09-Apr-09, 13:01   
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hoxolotl hoxolotl is offline
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(tiptoes in)
Not to sound like I'm looking for trouble or anything, but what I'd reallly really need at this point would be an easy to use network-game logic brick
(hides)
............................................
"I'm not crazy! you're a flamingo!"

"If the best view is seen from the edge of a cliff, it's best to know which way you're facing before thinking two steps ahead."
#92   Old 09-Apr-09, 13:14   
Wahooney Wahooney is offline
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Exciting times indeed!

How are all these changes going to fit into 2.5 dev?
Will it be easy to port? is what I'm asking, really.
#93   Old 09-Apr-09, 13:43   
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Wow.
I don't know what to say.
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#94   Old 09-Apr-09, 13:53   
SamCameron SamCameron is offline
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so are we going to have some of this features in the next 2.49 release?
#95   Old 09-Apr-09, 13:54   
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I'm not that worried about blender2.5, more of a trouble will be getting the BGE running with Python 3.x (which blender2.5 will most likely use) but even this is fairly straightforward.

Get the impression networking games across the Internet is really tricky, though maybe syncing over a fast LAN could work with a simple solution, benoit knows about this.

should mention I just got a basic python in game console working with multiline text drawing (think quake)
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#96   Old 09-Apr-09, 14:01   
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REiKo Rhoemer REiKo Rhoemer is offline
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Quote:
Note that at the same time I'm working on a complete rework of the I.K. algorithm which should provide significant speed-up in armatures animation controlled by I.K. : http://wiki.blender.org/index.php/De.../RobotIKSolver
This work is not related to EA but should come handy in time.
I have read the article and it sounds really like big speedup for armature animations. I just want to ask if this improvement will lead to possibility of realtime collisions? I mean: If I would have some cubes parented to bones, will bounding boxes (of cubes) be rotated along with bones during animation?

Anyway, thanks BGE Dev Team for all your work .
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BWC 2009 entry: Europa // Blending Life 2 entry: Pinhead // BWC 2010 WIP: Angelika (nudity)

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#97   Old 09-Apr-09, 14:17   
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REiKo Rhoemer, Currently you can parent object to bones, allowing you to create invisible ghosted objects to detect collisions, but you cant apply physics to individual bones in an armature. This allows us to detect say a bullet hitting a characters hand, but not create proper ragdolls.

MatrixNAN, When I talk about ATI cards, I'm talking about windows, mac and linux drivers. Currently your 2D filters work on almost any nvidia card, but not ATI on windows, and on mac nothing but color changing works. I can't even get the already built in blur and motion blur filters to work on my ATI Radeon HD 2600 Pro on mac osx.
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#98   Old 09-Apr-09, 14:39   
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Thorgal Thorgal is offline
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Quote:
Originally Posted by MatrixNAN View Post
Yeah man Martins is just incredible. We are still trying to figure out if there is something he can not do. He keeps flooring us over and over again. We are trying to figure out how to clone him so we can have an army of Martinses then we would be unstoppable.
Well just ask him how to do it. I am sure he have an answer for that : ))

Great news! All the best for this dream team.

Very happy and proud!

:_ )
............................................
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#99   Old 09-Apr-09, 15:00   
REiKo Rhoemer's Avatar
REiKo Rhoemer REiKo Rhoemer is offline
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Thanks, gomer. Your solution is sufficient for my purpose.
............................................
BWC 2009 entry: Europa // Blending Life 2 entry: Pinhead // BWC 2010 WIP: Angelika (nudity)

My webpage (in Czech language): www.pharcom.ic.cz
#100   Old 09-Apr-09, 16:21   
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