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what OS platforms will the game be released on, if more than one?
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FunLinks: . . . . . . WikiUser: FkttBrowse-Tutorials.net |
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#81
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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 |
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#82
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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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If you are want to make good looking games in Blender, please start here, Pen and Ink, Sketchbook |
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#83
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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.
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#84
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IK always seemed to work fine for me for the past year or so
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#85
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Hello,
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Thanks a lot |
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#86
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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*
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"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." |
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#87
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Good luck guys!
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#88
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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. |
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#89
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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 |
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#90
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Latest project: Phantom - Blender F1 2009 Entry My Website: http://www.duskydolphin.co.uk | Finished and fun BGE game: 4X4 at: http://4x4.duskydolphin.co.uk |
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#91
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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)
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"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." |
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#92
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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. |
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#93
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Wow.
I don't know what to say.
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This is my sig. Feel free to use my texture repository: http://www.cdupload.com/browse/Minifig/3913_FKSa1 Please don't call me mini. I have a facebook page! |
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#94
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so are we going to have some of this features in the next 2.49 release?
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#95
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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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BPython Cookbook * How to get features into Blender * Code Metrics Hire Me ideasman42<at>gmail.com |
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#96
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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) My webpage (in Czech language): www.pharcom.ic.cz |
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#97
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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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Nanoshooter |
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#98
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Great news! All the best for this dream team. Very happy and proud! :_ ) |
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#99
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Thanks, gomer. Your solution is sufficient for my purpose
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BWC 2009 entry: Europa // Blending Life 2 entry: Pinhead // BWC 2010 WIP: Angelika (nudity) My webpage (in Czech language): www.pharcom.ic.cz |
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#100
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