I decided it may be interesting to some people to see my system for developing games in blender. So if you’re bored or want ideas, read on.
Until a bug with my graphics drivers meant I couldn’t run games or anything graphics intensive on my linux partition (I am fixing it), I used a tiling window manager when coding in blender, meaning that my screen looks like:
This is i3wm (sorry, linux only) managing the desktop, takes a lot of getting used to, but this set up allows a lot of good stuff:
- Moving the mouse over one window or the other changes to it. So no clicking windows when shifting between them. This makes Eclipse/pydev seem more like part of the native blender interface
- No window overlap. The very thing that blender avoids by using it’s own internal management system. On this screen I have blender, the editor and the console. Everything I need for most development without having to change windows/desktops or have a big monitor.
- However I do have more desktops. On desktop #2 (switched to using the key combination win+2) I have:
Yup, the API. I still need it, and use it frequently. I also have my own private bug tracker: a text editor on which I write down issues and delete them when they’re fixed.
If I’m just starting a project (unlike Neon ball, which these shots are of, and is now in finished game forum), then there will be two text editors, one containing the game plan, exactly what the game will be and when it will be considered finished (trust me, that last bit is the hardest part. When is it good enough?).
Even on my windows partition I use a similar set up (using virtuawin for multiple desktops), but using IDLE, and not having everything as neatly aligned. Also, did you ever realize how big the task bar is? It’s HUGE, like 8% of the screen! Add that to the window borders, and you’ve lost a huge chunk of (my laptops) small screen. Good thing I’ve nearly finished configuring my new Ubuntu partition.