GE capabilities...

Hey,

I’m new to blender and I’m just curious about what blender is capabale of. Like if you could tell me the most advanced game you’ve seen made with it. How huge and detailed can it be. Can the graphics look as good as animations like big buck bunny and elephant’s dream, etc.

Thanks:)

The best suggestion I could give ya is look at the game w.i.p. section, paying close attention to Krum, and Lucy and the time machine.

good suggestions kurotatsu.

u might check out Yo Frankie!. It’s pretty good too.

No prob, just trying to do my part.:smiley:

The people of this forum I’ve found are very generous and willing to help. Some day return the favor down the road.

thank you. I’ve seen yo frankie and it is pretty impressive, even if it’s a bit more cartoony then the game im thinking of.

If you want a ranking,

xecpt for the up to date textures,
I would say that Blender’s Game engine is pretty much as powerful as Nintendo 64’s one

and I say that after lot lot lot & a lot of testing of this marvelous game engine.
no matter how cool it is, you won’t get further than a N64 game with it at it’s current state.

That is an incredibly close-minded view of the BGE…

And just to take a look at how silly that kind of claim is:
Screenshot 1 - Yo Frankie: http://www.yofrankie.org/wp-content/uploads/2008/10/yofrankie10.jpg
Notice the bumpmaps, water shaders, relatively high-polygon models, etc.
Screenshot 2 - Zelda Majora’s Mask: http://images.nintendolife.com/screenshots/16248/large.jpg
Notice the EXTREMELY low texture detail, extremely low polygon models, and the use of a non-3d “trees” image for a wall.

At the VERY LEAST the BGE is capable of reaching Gamecube/Xbox/PS2 level graphics. I assume that you’re referring to graphics, because there really aren’t any limits otherwise.

Yes, the engine has its limitations, but for the hobbyist game designer, you will never reach them. 99% of the “graphical quality” of the game is art… as in well-done 3d modeling, shaders, and TEXTURES. The reason that so many BGE games in the WIP forums (and in general) don’t get “better than N64” is because of the people making them, not the engine itself.

Please don’t make that mistake.

Now, whether or not the BGE is the “best” of the free 3D engines is debatable, seeing as Unity and Unreal Engine have both recently been released for free.

I think TheSambassador pretty much hit the nail on the head.

The BGE is more than capable if you’re a hobbyist. You can make just about any kind of game if you work hard at it. It is possible to achieve nice visuals with good performance but it is a balancing act. If you don’t use GLSL shaders, the BGE can handle well over 150,000 polygons in one scene at 60 FPS. This drops significantly if you add GLSL shaders, alpha mapped props, and enemies with AI.

Do not expect to make large detailed levels with GLSL shaders at 60FPS. If that is what you require I highly recommend that you look for another engine.

If you’re looking to work on small projects or you’re just getting into game development then this engine is perfect for you. The best part about the BGE is how everything you need is integrated. There’s no need for the dreaded export/import process, nor do you even have to write one single line of code. In my opinion, its the fastest way to get your mind wrapped around the general process of game development. What you learn from your journey into the BGE can be extended into other engines later on.

Haha I can’t believe that Ninja Goliath said that.

Over the past year or so, the game engine has been getting more and more focused in the Blender Community, so obviously something must be good about this engine.

If I’m not mistaken, Buckets of Blood was a commercial game made in Blender. Or was that just the assets…o well.

Anyways, the BGE can do ANYTHING, its the user that needs to make everything first.

The BGE is not the best engine out there. It can’t handle large amounts of polygons, but it does have a commercial quality physics engine (Bullet) and full support for GLSL shaders. In no way is the BGE comparable to nintendo 64. If your looking for an accurate comparison, I would say xbox polygon count with early xbox 360 shaders on a good gaming computer. The BGE is not the fastest engine out there, but it does have the best development pipeline out there. Everything is done in Blender and you can test what you are working on at any time by hitting “p” on your keyboard. This fact is what sets the BGE apart from other engines and makes it fun to work with.

for god sake ninja goliah you have a 486 PC???

Oh no he didn’t!

HAHAHAHAHAHAHAHAHA! you gota be kidding right?!?! hahahaha

the blender game engine has WAY more graphic capability then the N64 engine… I duno if you’ve look around but yo frankie! has WAY better graphics then zelda

What it really comes down to are what your own capabilities are.

I could be wrong, but as I said, I’m not talking in the air,
BGE isn’t supporting many features that would be
required to produce a GameCube game.
…and saying it’s near XBOX engine… well now that’s sounding hell strange isn’t it ?

I’m with you on that one.
Worst than the fact that GLSL will slow your game,
using GLSL for the game will significantly cut down
the number of users who can play your game.

unless you get a “multitexture” & “texture face” version,
but then you X 3 the work.

You’re right buddy,
with the time, I’m sure BGE will get closer & closer
to the BEST open source game engine.

but I fear that the work freely given to the BGE will never surpass
the work done on Unreal engine or Crysis engine.

just as blender may get close to 3DSMAX & Maya, but it would
be a bit hard to believe it will get above.

Pretty cool right ?

I lov working with this game engine specially for it’s production speed.

No, I have a pretty fair rig.
I do am able to run blender games with 400 000 poly & full GLSL shaded etc.
but I’m only from this… idk… 1-5% who can do the same or more ?

most computers aren’t really fast and you have to take
that in consideration when you create a game.

& test your game as often as possible under the slow rigs you have under hand.

xept if you’re desinging a game specially for folks with a monster rig.
…but I doubt that folks with a monster rig would really enjoy loosing their time
playing a blender game rather than the latest Crysis game at full graphics.

still, if anyone have an idea to know what is the spec of averages rig,
i’d be really interested to take a look.
(Cuz yea, I don’t know at all, I just assume most rig aren’t super computers :p)

ahhahahaha

Don’t get me wrong pal, I probably lov Blender’s game engine more
than all of you (And I’m just exaggeration a little here).

Still, that lov isn’t blind lov. I know this game engine a lot.
I am even planning to take a serious look on how to involve
myself in it’s improvement next month, so wish me good luck :o

I fear most of you are forgetting a really important point I
should have written in bold (D’HO !).

my bad,

here it is again in bold : “xecpt for the up to date textures,”
cuz yea, Blender’s GLSL texture are really a most in this game engine.
I wouldn’t say these textures are cutting edges (Probably eating lot of resources
in comparison with other game engines), but they’re rocking hard I admit.

next step would be to include particle :eyebrowlift:

I wouldn’t have said better.

BGE have limitations,
but if you know what you do, usually, you can bypass them.

thanks to python & blender API’s documentation :yes:
& this wonderful helping community of course :cool:

Wasn’t the unreal engine used for gears of war and unreal tournament??:spin: Those games kicked ass.Anyway, the game I want to make (eventually) is going to have a very cinematic feel, which means good graphics and lotsa cutscenes.

You may want to check this out if you already haven’t…This might be up to par with your standards of the GE.

but I fear that the work freely given to the BGE will never surpass
the work done on Unreal engine or Crysis engine.

Programs like unity and stuff don’t have all the features Blender does. Blender is a powerful modeling, rendering, and its a game making tool.

The question was:
what blender is capable of, I think.

Lets summarize the game engine capabilities from this thread:

  • there are demos out there (WIP and finished Games forum)

  • helpful forum

  • bumpmaps (see yofrankie)

  • water shader (see yofrankie)

  • GLSL (expect performance issues when used)

  • >150.000 Polygons at 60 FPS (I think this is system and hardware depended)

  • integrated development pipeline (art + development within one program)

  • coding possible but not required

  • fast game development

  • physics engine - Bullet
    features I want to state:

  • alpha textures (transparent)

  • keyboard, mouse, joystick input

  • predefined animations on nearly each object (IPO)

  • animated materials

  • Texture types: JPG, TGA, PNG, JPEG 2000 and more

  • skeletal animation (armatures)

  • skeletal animation sets (actions)

  • simple skeletal animation blending (smooth transition from one action to another)

  • animation mixing (with restrictions).

  • skeletal animation constraints (IK inside the armature, restrictions etc.)

  • parent-to-bone

  • shape animation

  • sound (will be improved with Blender 2.50)

  • simple bitmap text (not a complete GUI)

  • billboard and halo faces (alligned to camera)

  • vehicle physics

  • gravity

  • dynamically added objects (must be prepared)

  • dynamical loading/freeing (with Blender 2.50)

  • multiple textures (at least 2)

  • Python scripting

  • game state saving via Python

  • state system

  • multiple scenes

  • simultaneous overlay and background scenes

  • libraries by linking data from external files (with prepared links)

  • simple game object debugging

  • simple game profiling

  • generation of executable files

  • open source

  • external files are non-GPL

  • no separate compiling required

  • mesh switching

  • dynamic parenting (object to object only)

  • changing logic bricks parameters at runtime via Python
    I do not think the list is complete.

Lets see the unsupported features:

  • integrated LOD (must be scripted with Python)
  • non-GLSL shadows
  • generation of logic bricks at runtime
  • material change at runtime
  • blenders particle system (can partly be simulated with added objects)
  • paths
  • 3D text (must be converted to a mesh object)
  • integrated GUI for dialogs
    Please feel free to add features that are not in the list or you think they are not supported.

Do we have such a game engine feature list in the wiki somewhere?

I hope it helps

Which features exactly?

I’m asking because the GC was a 500 MHZ G3 with an ATI 7 or 8 series (old nomenclature) GPU. It had a whopping 43 MB of RAM total, system and GPU. 480p was its max resolution, and it had no built-in networking.

What is it you think Blender is missing before it can compete with this system on any recent computer (say, last five years)?