The 2.41 release candidate 1 builds are starting to appear in the testing builds section of the blender.org forum The speed of releases is truly amazing.
GreyBeard
The 2.41 release candidate 1 builds are starting to appear in the testing builds section of the blender.org forum The speed of releases is truly amazing.
GreyBeard
well, it makes sense that it is fast when it is just an intermediate release.
i am all for it, but it would be better if we went to a three decimal system, like 2.4.1 or the like.
hardware accelerated dynamics? what do they eman with that? the cloth system?
claas
No, it has nothing to do with cloth. Dynamically linked under linux means hardware accellerated opengl – Statically linked is software rendered opengl.
GreyBeard
ah ok i see! thanks for telling me that!
I always liked the double decimal system too. First number for total rewrites or new features that break backwards compatibility, second number for new features that don’t break compatibility and the third number for bug fixes.
hmm, im not seeing a windows build yet(for 2.41 RC)
anyone know when that will show up ?
testing build for Windows
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender2.41alpha1.zip
13 Mb file includes win32 exe, docs and demo files.
offficial testing builds for linux 32 bit
http://blender.org/forum/viewtopic.php?p=48509#48509
official testing build for os x
http://blender.org/forum/viewtopic.php?t=7858
official testing build for AMD 64 linux
http://blender.org/forum/viewtopic.php?t=7857
official testing build for BSD
http://lambermont.dyndns.org/blender-2.40-freebsd-5.4-i386.tar.gz
here is the 2.25 game engine test suite - you can use it in addition to the tests bundled above in erwins download
http://download.blender.org/demo/test/225_game_demos.zip
The following two mostly duplicate what is bundled with erwins demo build.
http://download.blender.org/demo/test/blender-2.40-bullet_physics_demos.zip
http://www.continuousphysics.com/ftp/pub/test/blender/blender-241-demos.zip [/img]
mos of those demos dont work right at all. the ones with python scripts always get an error, and other ones dont render right. like the lighting one.
Could you give specific details?
Such as your platform, graphics card, and what opengl version your computer supports, as well as specific demos that don’t work.
Some of the shaders require opengl 2.0
LetterRip
LetterRip
PostPosted: Tue Jan 17, 2006 7:19 am Post subject:
Could you give specific details?Such as your platform, graphics card, and what opengl version your computer supports, as well as specific demos that don’t work.
Some of the shaders require opengl 2.0
LetterRip
Just to let you know, I tried to use the fluid system on this and it crashed.
Can’t give you details yet, will post later.
P.s. This version is mainly bug fixes isn’t it? Will it have nodes added to this build? or 2.42, 43?
Thanks for the build anyway
nope nodes is 2.42 or later
this release is GE update (armatures are back, can use blender materials, can use GLSL), python update (Pose module, some additions and some fixes), and some scripts (sculpt script, some more import and exporters and updates).
LetterRip
I haven’t really bothered with the GameEngine aspect of blender but I saw this thread and figured I’d at least see what hitting that mysterious ‘P’ key actually does
It must be said, of all the demos in this early 2.41 alpha, the most impressive and stunning is Sebulba.
Okay, I mean, realtime shaders etc… aren’t anything new. But I mean, this is realtime within BLENDER :o
It just looked stunning even as a low-poly mesh.
I am quite sure all those Game-makers out there will anticipate the 2.41 release as much as the 2.37 users eagerly awaited 2.40 for animation.
My how blender is progressing. Damn impressive. 8)
i think i’ve just soiled my pants when i saw those pictures…
Lol. Yeah! What are you tring to do developers! Ruin our pants!
will python shaders require full python installation on a client machine?