People in the game engine

Hi,

I’m curious to know, a First person shooter is good, but as for the rules on creating a character for the game engine, what applies to that?

As I found out about a number of mesh objects not being supported.

What limits are there for detail on characters. I presume generic bodies, with textures for detail?

All mesh objects are supported … they have a mesh ;).

These are supported object types:

  • Mesh
  • Text
  • Empty
  • Armature
  • Camera
  • Lamp
  • Group Instance (of the supported types).

In a lot of cases you can explicitly convert unsupported objects to mesh objects.

How would I do that then?

So far I have used just what is supported for the engine, not bad. All I can do is try my best at it.

I was just speculating for characters whether they be people or animals. Using a mirror modifier is a must, unless well, just model out one half and then manually mirror the other and move it into place and seperate the body, arms and legs.

Modifiers are a different subject. Some are supported, not all of them work under all circumstances.

E.g. the mirror modifier gets applied when loading the scene (=support). This fail when the object is linked from another blend file (=no support).

Mirror modifier is no must. It is just an helper to create symmetric meshes. Especially characters and animals are not pure symmetrical and look better more natural when they have slight asymmetries.

Anyway. I suggest you follow the normal character guides for Blender. Unless you use some exotic features they should appear in the BGE too.

For the moment, I don’t really have anything.

I’m just more focused on trying to get an atmosphere, sound, footsteps, animating sprites. I really would like somebody to create some kind of feature in blender. I could request somewhere this addon for Blender?

What add-on you are referring too?

I put a topic in the development section about perhaps somebody may be able to create a sprite animator, so they can be used for computer displays and all that sort of tasks.

I also just found out that, the camera can’t replace a mesh for physics. A camera FP view can go through everything.

I do not see a relationship between sprites and characters. You can find some threads here and in the resource sub-forum.

A camera is an object that defines what you see. There is no reason, why it should have a mesh. Indeed you can place it anywhere incl. inside walls and under your terrain. This is normal in a surface based 3D world.

If you want it different you need to implement the requested behavior by yourself (or check the resource sub-forum)

I’ve sorted the camera part out. I didn’t check the icons properly to activate physics.

I’ve got another problem I have made a topic about it.

@Monster

E.g. the mirror modifier gets applied when loading the scene (=support). This fail when the object is linked from another blend file (=no support).

Is that something new in 2.77? Mirror modifiers (MM) are working for me in 2.71.
Libloaded and linked. Several game I made are working using MM. Do you mean if you use standalone? or save as game engine runtime? I haven’t tested that yet.