Hi,
I’m working on game engine named ODYS and I have created plugin for blender to integrate it and use it as alternative game engine. Actual status can be seen and demo is available for download on ODYS engine plugin page.
Engine uses OGRE for rendering, there are shown plugin and engine screenshots:
Pretty cool. Don’t suppose you worked on armature animations or anything yet? Also, are you making it so the execute only links to the engine so everyone doesn’t end up having their models open sourced when they make an execute? I’m looking at ogreOde right now.
Nice,
You should know however, that snailrose and erwin (devs for the BGE) are already working on an OGRE based plugin.
Also, it seems that CrystalBlend (plug in using crystal space) is still alive and working.
There were demo videos for both projects recently, but I forgot where they were posted.
If anyone knows, please post the links.
Wicked Sick!!! XD
thats pretty damn cool ! Im gonna do a test though just to see what it can handle on my card
The blender community can only benefit from more options. I will be keeping an eye on this.
Social: if you we’re talking about the presentations at the conference here is a link.
http://video.google.com/videoplay?docid=7397461012210656011&q=blender+conference
http://video.google.com/videoplay?docid=9144079883526321526&q=blender+conference
It’s all nice, but it would be great if it could use Bullet Physics engine
Thanks for all positive comments!
fireside,
armature animation is the next thing I’m going to implement, along with motion improvements (to allow to control torque and velocities).
Engine is in alpha stage of development, so right now it uses models stored in plain files, later I plan to add encryption to protect content.
Social,
this engine is not aimed to compete CrystalBlend or Ogre plugin - it doesn’t depend on Blender at all - Blender just provides content for it using plugin.
go Ashid… keep up the good work!
I have to provide explanation of ODYS engine purpose:
ODYS engine is developed by small non-professional team (I am head of programmers part of it)) along with game development. Its primary purpose is to fulfill developed game needs. Currently it’s not planned to be available on other platforms than Windows or to be open-sourced.
When we choosed to use Blender as modeling and design tool, I started to work on exporter that will be easily usable for our designers. When I finished its first version, I realized that if I add few additions to it, it can be used to run games developed for GameBlender engine. Then I stripped most of exporter’s user interface to be easy to use for Blender users and that what is available for public download.
Our plans are to make ODYS engine freely available for Blender users during its development. We are considering that we could make specific version of engine aimed for Blender users in future, if there will be need for it.
Currently I have updated download with another demo, that shows physical abilities of engine - balls are rolling under the wheel and make it rotate:
This kind of physical interaction is not available in GameBlender (I wasn’t able to reproduce it).
There’s been a renewed interest in the game engine lately— this is great!
What physics engine are you using?
ODE, Newton, Tokamak or something else…?
This kind of physical interaction is not available in GameBlender (I wasn’t able to reproduce it).
This kind of physics functionality is definately available in GameBlender.
Bullet Physics has hinges for that. Also there are ball socket constraints.
Erwin
@Social:
On the homepage of the plugin it says that he uses ODE…
@ashsid:
This is very nice. Thank you!
I was just wondering, how much of programing do you need to know to be able to create things such as a game engine like yours?
In the latest Blender 2.43 you can create such dynamic wheel without programming, there is a new rigidbody constraint using Bullet Physics. In Blender 2.42 you needed python for that.
I’ll create a sample to show how,
Erwin
how is the performance? FPS-wise?
ashsid, this sounds like a nice project. Unfortunately I won’t be able to try it, since you don’t plan a Linux version. But it’s cool nevertheless, because OGRE is such a nice graphics engine, so best wishes from me.
Oohooh, Erwin can you ost that on this thread? I’d love to see this new demo.
Ahsid, this looks romisin’, fortunately I still have my windows artition, so I can try it. Thanks!
Surely. Here is a Blender 2.43 preview 7, with a similar physics construction. Doesn’t look as nice, but Charlie will work on a OGRE graphics for the future. I still like this ODYS ‘alternative game engine’, because it can be used as external engine. Well done AshSid!
With Blender 2.43 this can be done without scripting, just using buttons: You can setup compound objects (parents with children) and use the GUI for rigidbody constraints. Early stages, not all is hooked up yet, due to Bullet 2.x Physics SDK upgrade.
Win32 binary+demo Blender 2.43 preview 7 (7Mb)
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender-2.43-preview7a-win32.zip
or a small FRAPS .avi movie (5Mb):
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blenderplayer%202006-12-01%2002-19-48-82.avi
This same physics construction could be done in Blender 2.42a too, but that required python scripting.
Linux and Apple Mac OS X version can be compiled from the current CVS version of Blender.
Erwin