The only problem with the blender game engine

Dont under estimate game engines: Ogre seems to have a lot of advance features for rendering in both opengl and direct3d

http://ogre.sourceforge.net/albums/album04/bumpmap1.sized.jpg

In Maharaja the jump is based on a timer… If you got the .blend file you can look how it works… Or, you can ask Monkeyboi that made the game…

It didn’t work though. When I played maharaja, I couldn’t jump where I was supposed to. Or was that added in a later version?

i have a weired system for faking bumpmaps, that uses an alpha layer set to add to create highlights over a blurred texture, and it’s light sensitive. download the file and play in camera view http://www.kflich.webhop.net/files/bumpin.blend
it was supposed to be on shoot’em but didnt make the deadline.

p.s
thanx to antihc3 for the hosting !!!

Woah, that works pretty darn well! Didn’t think it was possible. Although the direction of the bumps doesnt change, that’s hard to do, but oh well. Looks great:)

Several PC game engines support bump maps.

Trespasser comes imediately to mind, but it’s bumpmap support was software-only, so tended to be a little slow.

More examples can be found here:
http://cg.cs.tu-berlin.de/~ki/engines.html

Nice bump mapping demo! It looks pretty good, now we just need to be able to change the direction of the shadows of the bumps.

You forgot to pack textures for the text ben, but I had the same font texture, so it worked out fine.

This is great for movement, but is there any way to apply this to all acuators? It would be great if it were like a filter that would take in one sensor and apply it to the acuator at the proper speed. Right now I’m kind of using an always sensor attached to an add property sensor and a play property sensor to play my animations with a bit more control. The only problem is that my computer gets 60 frames a second on my game, while others may get 10 and have the animations play too slowly. I could use a timer, but then i’d have to re-do all my animations and make them really really short in order for it to go at the proper speed. If it added about 40 pulses a second on every computer it would be great.

Think that’s possible?

Pooba

-There’s another example on how to change the
frequency of the sensor pulses.I did not, too
much accurate tests, so let me know if it works
properly.

http://members.xoom.virgilio.it/glabro1/FPS1.zip

Ben

Ok, i tried to change the acuator to a property sensor to add 1 to a created property, but it doesn’t work. It gives me this error in the console:

PYTHON SCRIPT ERROR:
Traceback <most recent call last):
   File "AnimFrequency", line 10, in ?
AttributeError: speedfactor

But when I change the actuator back to the animation one it works fine. Any idea why that is?

Pooba

-It gives this error only the first pulse.That’s
bacause the global variable speedfactor is not
created yet when the script “AnimFrequency” is executed.
I changed the Action actuator in Add Property and it
works correctly.Maybe is better, if you could post
your file somewhere and tell me what exactly you
need to do.

No, it was my bad. I added the property that needed to be added to on a different object than the acuator that added it was on. Thanks!

Pooba

Newer 3D cards DO bump mapping and I know crystal space supports it too.

Regarding the initial question (about the character going a lot faster on 60 fps than 10 fps)… did you guys know that THERE ALLREADY is a command line option for limitting the frame reate of the game engine? 8)

the option is g -fixedtime it will make your game run at 50 hertz, even if the computer can run faster.

For more details check page 209 and 210 on the official Blender Gamekit, i think that is wath you where looking for.

Unfortunately it doesnt make sure your characters dont jump twice as high on a system half as good as you set it for:( Got to figure out that one on your own:)