Game Engine improvements with Bullet Physics & OGRE graphics

Please update to preview9B.
I accidently uploaded an older version that still used radians. Testfiles need to be updated to use preview9b, with degrees ranging from -360 to 360.
http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=752
Thanks for the feedback (bugs report on above link please)
Erwin

Hi.
Good work Erwin.

I was expecting a Elipsoid collision detection or something like this for movement of game characters. But looks like we will have to wait for the next version of Blender to climb stairs.

nahh just put a invisible ramp on the stairs and turn off rigid bldy for the player… in the preview builds it goes up it right and dont jutter and stuff

Blender 2.43 Preview 11 and the new 2.43 Physics Demos-3 are available.
Mac OS X mouse look is working now…

http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=752

Thanks :smiley:

And Merry Christmas :slight_smile:

Hi erwin and thanks by all your effort to improve Blender GE.
I downloaded the Preview 11 and the exe file generated form any samples doesn’t run and doesn´t give us any message about the error.
Thanks.

Did you put the .dll’s in the same folder as the .exe?

Blender 2.43 preview 12 (post RC1) adds lightmaps support, by Charlie. Also some fixes from Malachy and RCRuiz.
The Bullet character controller FPS Template looks nicer, and so does ‘blendo’.
Download preview12 and (lightmap) demos from the usual location:
http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=752

Enjoy,
Erwin

Really awesome, I also got a new gfx card and I can enjoy all those new graphics demo’s using GLSL :slight_smile: The lightmap is awesome as well, really usefull for level design. The game engine is improving a lot. :smiley:

I also tried out the Collada exporter and downloaded the files from Snailrose his website using this link: http://sourceforge.net/project/showfiles.php?group_id=169924
but for some reason I get an error:


-----------------------------------
Details:
-----------------------------------
Error #: -2005530585
Function: D3D9RenderWindow::createD3DResources
Description: Failed to create Direct3D9 Device: Driver internal error. 
File: \dev\dependencies\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderWindow.cpp
Line: 468
Stack unwinding: <<beginning of stack>>
10:39:38: Termination handler: uncaught exception!
10:39:38: *-*-* OGRE Shutdown

I’m wondering how I could get it to work, it would be cool to try out the collada exporter but for some reason I can’t get it to work. :S

Hey JD,
I’m guessing it may be a problem with your graphics driver, but I can’t be for sure…
Do other DirectX applications run for you ?
Can you try this build http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=newEchoTest-1607.zip

The COLLADA demo is a command line tool, you would use
colladaLoader.exe -i pack0/load.cfg

Thanks

At first those new OGRE demos didn’t work for me… but i recently updated my drivers and now it works.

But what’s with that Bparse thingy? i tried it but i really couldn’t understand what to do with it… nor did i understand that collada thingy…

EDIT: oh no… no it doesn’t work with directx. This new build has openGl rendersystem (i think) so it worked. but for some reason OGRE games with directx dont work anymore. i just get an error that it cant find some dll. I am really not very good with these things…

Oh and when can we expect first blenderbuilds? next week? next month? next year? I really wait for the first bbuilds. Wasnt there an testing build sometime ago which featured realtime shadows?

Aah cool I got it working now. I took a look at the example0.logic xml file, which really was quite instrested and good to read how the simple test file was made. I’m wondering how I can export a simple game creation and run it with that Ogre engine. I’ve been playing around with the xml file and tried to make something on my own. Also it would be cool to know what kind of logic bricks it already support, I just can’t wait to make a simple game with it. :slight_smile:

@JD
The XML logic will run in parallel with blender’s logic when finished. It should allow for exporting, and reusing logic too.
Unfortunately all this needs a lot more work to be able to do anything with it without recompiling the sources.
A few different mediums will be used for creating external scenes. The COLLADA .dae file is one, and the bParse stuff
enables .blend loading. Other methods may be used as well, for example; the COLLADA and bParse need to convert the
OGRE mesh at run-time, but doesn’t take into account meshes already in the .mesh format. So access to that as well
is planed. Some major improvements are in the works in order to make this stuff possible.

@Zuker12
Its probably just a default configuration problem, that or a driver problem. Hopefully new builds
will have all this fixed… If you get an error about missing .dll’s, those can be remedied by placing either the GL or the DX9 dll’s in the
plugins folder. I can’t really set a date on this though, but it will be a while .

stay tuned :slight_smile:
Thanks

Lightmaps, you serious!? Will they be in 2.43?

At the rate the engine is going 2007 will see the biggest improvements in the game engine since, well…it was put into Blender:D

I’m testing the blender builds, but I think I found an bug in the Blenderplayer.exe. I’m learning wxPython and trying to create a tool to launch a game and such using the blenderplayer and commandline arguments, but I get a memory problem when launching a blend file using the blenderplayer.

As example:


blender_engine.exe -p 10 10 320 200 test.blend

The error I get is:


The instruction at "0x0056232d" referenced memory at "0x00000000". The memory could not be "read".

The system I use:
windows xp prof sp1
amd 2500, 512 mb ram, geforce 6600 gt
Use blender 2.43 rc1 from blender.org

Blender itself works perfect and so do another applications on my computer, except the blender player which gives each time it loads a file using the commandline argument a memory leak. Is it just me or are more people having this problem?

works flawlessly on my system, very stable and can fill the room with boxes sooo much fun

This is a quick tuto on how to use some new stuff for animation

http://www.blentalstudio.com/varios/rbdemo.htm

Regards,
RCRuiz

I downloaded the preview. The new physics stuff is gnarly, but the graphics are still the same. Does anyone know when OGRE is going to be fully implemented, or am I just doing something wrong, or what?

It’s not yet integrated, and wont be for a while, but you could try to use blender 2 crystal… it gives good graphical results… http://b2cs.delcorp.org

yes but does anybody know how to make it work?

I mean, I’ve read the webpages and wiki and stuff, but it just is giving me problems and stuff… comon Ogre!! I just like Ogre, I can’t tell you why I love Ogre lol