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Blender 2.33 Re-enables Game Engine 198

fforw writes "One and a half year after becoming free software, the Blender Foundation has released a new version of Blender which finally enables the game engine again. When Blender became free software. the game engine had to be disabled because SOLID, the collision library was not free software. After SOLID's author Gino van den Bergen changed his mind, Blender has now restored all functionality from the closed-source period."
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Blender 2.33 Re-enables Game Engine

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  • Some Blender Games (Score:5, Informative)

    by c_oflynn ( 649487 ) on Saturday May 01, 2004 @11:20AM (#9027563)
    A quick Google revealed a few examples of some games that use this engine, see http://www.spinheaddev.com/gameexpose0.html (NOT HTML clicking to help reduce load on server a tad...)
  • by c_oflynn ( 649487 ) on Saturday May 01, 2004 @11:25AM (#9027584)
    PS: In case of slashdotting, here is the links from the article on some games:

    http://www.spinheaddev.com/?id=crescentdawn
    htt p://www.shadeless.dk/3d/?site=darksquad.htm
    http: //project-blender.onlinehome.de/
    http://www.brain storm-studios.net
    http://zerooneentertainment.org /blengine/sachi
    http://project-blender.onlinehome .de/
    http://www.tudbzd.com/
  • Great F/OSS (Score:5, Informative)

    by mastergoon ( 648848 ) on Saturday May 01, 2004 @11:27AM (#9027588) Homepage
    Blender has got to be right up there among the best of the F/OSS software. It may not have all the features of 3d studio max, but for beginner and intermediate modellers, or people with no artistic talent, it kicks ass!

    The controls are a bit hard to learn, though the interface has been getting better recently. In the end, once you read through the tutorials and learn all the keyboard commands you will find them to be great.

  • by JaF893 ( 745419 ) on Saturday May 01, 2004 @11:33AM (#9027612) Journal
    For those who are interested here are six games that use the blender game engine:
    Crescent Dawn [spinheaddev.com]
    Dark Squad [shadeless.dk]
    Dracolith [brainstorm-studios.net]
    Sachi Soup [zerooneentertainment.org]
    Twilight Quest [onlinehome.de]
    Vertigo [tudbzd.com]
  • by zaphod_bee4 ( 752609 ) on Saturday May 01, 2004 @11:36AM (#9027625) Homepage
    Their is complete documentation for the 2.3x release available in several formats: http://www.blender3d.org/cms/Using_Blender.80.0.ht ml
  • by Anonymous Coward on Saturday May 01, 2004 @11:49AM (#9027673)
  • Re:what about Undo? (Score:5, Informative)

    by DavidLeblond ( 267211 ) <me&davidleblond,com> on Saturday May 01, 2004 @11:54AM (#9027690) Homepage
    This is great news but when is UNDO gonna be implemented, if ever? This is a major feature for a software like that to be missing.


    Its been there for awhile now. Press U in edit mode.
  • by Anonymous Coward on Saturday May 01, 2004 @11:57AM (#9027699)
    That is not true, the 2.3 manual has been uploaded in html and pdf forms. I do find a paper manual (+- 800 pages and 1 kg) easier to use in most cases, but for quick searching the pdf is nice.
  • by ReyTFox ( 676839 ) on Saturday May 01, 2004 @12:10PM (#9027756)
    http://bane.servebeer.com/programming/blender/
  • by Klowner ( 145731 ) on Saturday May 01, 2004 @12:16PM (#9027775) Homepage
    [troll food]
    Ever heard of a plug-in?

    Blender has excellent support for import/export scripts written in python. If you do a little digging around on the blender sites I'm sure you'd find a variety of 3ds importer/exporters available.

    [/troll food]
  • by Anonymous Coward on Saturday May 01, 2004 @12:28PM (#9027816)
    ODE is still at version 0.039, and not improving much.

    I wouldn't agree at all. There's an ongoing debate on the ODE list about what features to add, and the consensus is towards improving stability and collision quality rather than adding unnecessary frills. This is exactly the right approach, and Russ Smith, the original ODE author, is behind it one hundred percent.

    ODE actually is undergoing substantial improvement and debugging, even if the feature list doesn't seem to be growing at its prior pace.
  • Re:Great F/OSS (Score:5, Informative)

    by dcuny ( 613699 ) on Saturday May 01, 2004 @02:10PM (#9028601)
    I agree. However, there's been a lot of work to redo the Blender interface, and that work is continuing. For example, the Blender Funboard newsgroup was put together for this purpose.

    Unfortunately, this newsgroup hasn't proved entirely successful. One problem is that long-time users are loathe to have their beloved interface changed, since they feel that it's just "dumbing it down", and any changes will also slow them down.

    Another issue is that coders would rather add new features (ambiant occlusion, new texture models, etc.) than work on the UI. Ton (the primary architect) has been working on the Blender Book, and the other major coder has been off on vacation.

    I recently tried to learn RVKs. What's an RVK you might ask? They are Relative Vertex Keys, but the rest of the world calls them Morph Targets. And where the rest of the world allows you to actually select a named morph target and drag a slider, Blender insists that you create IPO curves (interpolation, not initial price offering) - somehow remembering that RVK curve #7 was a left blink, and RVK curve #8 was the phoneme "o" - and then ctrl+click on the IPO curve and drag to create a spline for the RVK ...

    It's a freaking UI nightmare!

    The refusal to use common nomenclature and standard UI tools here pretty wells sums up the problems with the Blender UI.

    Still, William Reynish (aka Monkeyboi) has put together a great set of proposals to fix the UI, and many of his prior suggestions have been incorporated. So I'm hoping that Ton and others concentrate on getting the remainder of Blender UI out of the "dark ages" so the rest of us can use it.

  • by Curtman ( 556920 ) on Saturday May 01, 2004 @02:44PM (#9028862)
    I haven't found a complete listing of all keyboard shortcuts yet

    This list [lib.hel.fi] looks pretty good.
  • by fforw ( 116415 ) on Saturday May 01, 2004 @03:33PM (#9029213) Homepage
    It would be nice to see ODE integrated into Blender instead of SOLID. ODE is a complete dynamics simulator, not just a collision detector.
    ODE [sourceforge.net] is mainly a rigid body physics engine. ODE offers built-in collision detection based on the geometric primitives (Ground, Cube, Sphere, Cylinder etc.) out of which the rigid bodies consist. Triangle collision is only avaible via plugin mechanisms. Currently there is an OPCODE [codercorner.com] plugin. It may be possible to write a plugin which drives SOLID.

    Maybe SOLID should be replaced by a ODE/OPCODE combination - but that would be incompatible with the existing blender games.

  • Re:Great F/OSS (Score:1, Informative)

    by Anonymous Coward on Saturday May 01, 2004 @04:26PM (#9029563)
    You can name your RVK poses, and have them appear as animatable, named sliders in the Actions window, where you do character animation. You do NOT have to mess with IPOs when you do RVKs.

    Also, to the parent the RVK comment, more commands are being exposed to a menu system almost every week. It is an ongoing, valuable project.
  • Re:Great F/OSS (Score:3, Informative)

    by FunkyChild ( 99051 ) <slashdot@nOsPaM.mke3.net> on Saturday May 01, 2004 @10:41PM (#9031577) Homepage
    It takes days to learn the shortcut keys that are essential for basic editing, especially if you are also trying to use other 3d programs or 2d programs along side it that have their own shortcuts that the artist has to remember too, witout getting them crossed.

    Ideally, there should be a visible navigable menu for every command, even if they are nested a few deep, with the shortcut Key written next to the command! Better yet, the shortcuts would be assignable to functions, so you could set up the key mapping to what works best for the artist.


    Since Blender 2.32, just about every possible function accessible through a hotkey is accessible through a pull-down menu. I suggest you try a recent version before complaining about things that have already had a lot of hard work put in to them to fix.

    And I don't see how having different hotkeys to other apps is a problem - do you criticise Maya because the hotkeys are different to those of XSI?

    The lack of a full undo (ie. multiple steps, on all functions) really holds blender back. I hope this gets done before anything else. It really holds discourages experimentation and steepens the learning curve beause a mistake can screw your model, or cause problems for alignment (eg. no undo for having rotated the view)

    Since 2.3, there is a full undo/redo system for mesh editing. Granted, it's not for the entire program, but it's certainly a very welcome improvement that many people are still unaware of.
  • by black mariah ( 654971 ) on Sunday May 02, 2004 @01:31AM (#9032104)
    Another thing, and this is a huge one. PROGRAMMABLE HOTKEYS! Even in 3ds max (my package of choice, in case you couldn't tell) there are some hotkeys that I set up different than standard. Having the ability to map the keyboard and mouse the way I want would make most of my problems go away. As it stands, I'm about to dig through the Blender source hoping I can manage to redo the hotkeys. I can't program for shit, but modifying programs is simple enough.
  • by LetterRip ( 30937 ) on Sunday May 02, 2004 @02:18AM (#9032207)
    Hmmm...

    Your hostility seems a bit undeserved. However, I'd like to respond if I may.

    Have you worked through the tutorials in the standard manual (either the new one by Ton for 3.32 or the older one that is now free - [I think much of Tons newest has mostly been released under a free license as well])?

    Doing all of your modeling in one big window is relatively straight forward. What particular 'manipulators' do you feel are missing? Are you familiar of the usage of the right and middle mouse button for manipulation? (Ie scaling, zooming, rotation, etc.)

    I also desire full undo. It is non trivial, otherwise it would be done already. I recall seeing some work on enabling multi-level undo for everything but I'm not sure how far it has progressed.

    [QUOTE] Blender is trying too hard to be different, and it's hurting itself in the process.[/QUOTE]

    It isn't 'trying to be different'. The one hand on the mouse and the other on the keyboard is an extremely efficient method. Something being discussed is migrating all of the key and mousebindings to a user configureable method.(Yes should probably have been done from the beginning). Then you can set them up exactly as you like them from other environments.

    "Give users the choice of either creating objects through click and drag, or at the origin."

    That is a worthwhile suggestion, have you considered emailing the blender funboard (blender functionality board)

    http://www.blender.org/mailman/listinfo/bf-funbo ar d

    discusses feature suggestions.

  • by Curtman ( 556920 ) on Sunday May 02, 2004 @06:51AM (#9032872)
    Okay, this is exactly the kind of thing that I would consider constructive criticism. Thank you.

    • Mesh editing is cumbersome and utterly counter-intuitive. This is caused mostly by the focus on hotkeys rather than menus, and also by the lack of a manipulator of any kind. Once you learn the hotkeys, it's STILL a chore to model because the way that most of the tools work is so far from the way they work in nearly every other package.


    This is probably one of those things I don't find confusing mostly because I've never worked with the 'other pacakage's. What impovements do you think could be made? Any specific criticism of the tools?

    • I, like a lot of people, prefer to model in one large window as opposed to several smaller ones


    This one, I'm not too sure about. I like the ability to split windows [blender.org], and arrange them in almost any conceivable fashion. The other packages I've seen, have a much more static view. I can't imagine how this might be improved.

    • No real undo


    There is an undo. It works, and its real.
    • What the hell is that stupid bullseye thing? It is completely useless/Why aren't object created at either the origin or where I click and drag, like every other package ever made ever? Just to be different?


    That would be your cursor, I believe. You can pivot around it, it sets the insertion point for new objects. LMB does other things besides set the 3D-Cursor position, its probably the keyboard shortcuts again that you're not familiar with. Again, I'm not familiar with the other packages, but are you complaining here that you can actually choose where new objects are created?
    • why the hell would I want to create an obect that's aligned with the screen? I don't want to have to change my damn screen position every time I need a new object


    I'm not sure what else you would align it to initially. You could always just create the object then align it however you like. Personally, I usually have 3 windows on my screen, besides the large one that I do most of my editing in, and I create the object on the one with the alignment I want. Like this [webhop.net] It works very well.

    As for the rest of it, you seem pretty preocupied with making Blender like the other software. I don't think that is a good motive for UI redesign, but I see your point that it definetly adds to the learning curve for people transitioning from them. I came across an excellent document [shadeless.dk] with proposals for UI enhancements, perhaps some of its suggestions would placate you? Anything you'd like to expand, or expound?

    The blender documentation [blender.org] addresses everything you've said here. I suppose I could be mistaken, but it seems pretty clear you haven't even skimmed it, lead alone read the thing.
  • by black mariah ( 654971 ) on Sunday May 02, 2004 @09:18PM (#9037121)
    Hey, someone that at least sounds like they've used something other than Blender at some point. Let's talk, shall we?

    Have you worked through the tutorials in the standard manual (either the new one by Ton for 3.32 or the older one that is now free - [I think much of Tons newest has mostly been released under a free license as well])?
    I'm about to do so, but remember that I've been using Blender for over 4 years. I've read DOZENS of tutorials. It's not a question of just learning hotkeys. The interface feels like it was programmed as they went along instead of designed THEN programmed.

    Doing all of your modeling in one big window is relatively straight forward. What particular 'manipulators' do you feel are missing? Are you familiar of the usage of the right and middle mouse button for manipulation? (Ie scaling, zooming, rotation, etc.)
    Yes, and it's unbelievably counterintuitive. It's much easier to just grab a manipulator and move something. In case you're not familiar with them, a manipulator is basically a three axis arrow looking thing that allows you to restrict movements to one or two directions. Look at some 3ds max or Maya screenshots for the best examples. This isn't to say that a manipulator is the only way to work, Lightwave for example doesn't use them, but I think it would be perfect for Blender.

    I also desire full undo. It is non trivial, otherwise it would be done already. I recall seeing some work on enabling multi-level undo for everything but I'm not sure how far it has progressed.
    It's not trivial, but it can't be that difficult. Every graphics program I've ever used has one, EXCEPT for Blender. This is something I find completely inexcusable. The mesh editing undo is a good start, but even that is a horrible kludge. We'll see how it progresses.

    It isn't 'trying to be different'. The one hand on the mouse and the other on the keyboard is an extremely efficient method. Something being discussed is migrating all of the key and mousebindings to a user configureable method.(Yes should probably have been done from the beginning). Then you can set them up exactly as you like them from other environments.
    They might not try to be different but they're certainly not trying to do anything the way anyone else does. In some ways this is good. I LOVE the way the interface looks. It's by far the best looking interface out there, IMO, and other programs would do well to learn from it. Blender feels like it's trying to replicate Lightwave's mouse/keyboard setup more than 3ds max's, and that's fine. I like Lightwave, it works very well and has some damn fine modeling tools. But whereas Lightwave's tools get progressively easier to use, Blenders just get progressively frustrating to DEAL WITH. User configurable mouse/keyboard setups would be optimal and would go a LONG way towards helping Blender be a better program.

    I'll check out the mailing list you linked to. Thanks for pointing me there.

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