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."
Some Blender Games (Score:5, Informative)
Re:Some Blender Games (Score:2, Informative)
http://www.spinheaddev.com/?id=crescentdawn
ht
http
http://www.brai
http://zerooneentertainment.or
http://project-blender.onlinehom
http://www.tudbzd.com/
Re:Some Blender Games (Score:5, Informative)
http://www.spinheaddev.com/?id=crescentd [spinheaddev.com]
http://www.shadeless.dk/3d/?site=darksquad.htm [shadeless.dk]
http://project-blender.onlinehome.de/ [onlinehome.de]
http://www.brainstorm-studios.net [brainstorm-studios.net]
http://zerooneentertainment.org/blengine/sachi [zerooneentertainment.org]
http://project-blender.onlinehome.de/ [onlinehome.de]
http://www.tudbzd.com/ [tudbzd.com]
and another thing for newbies to learn (Score:4, Interesting)
Re:and another thing for newbies to learn (Score:5, Informative)
Re:and another thing for newbies to learn (Score:4, Informative)
Re:and another thing for newbies to learn (Score:2, Insightful)
WTF? Compared to what? Softimage [softimage.com]? Maya [alias.com]? 3D Studio [3dstudio.com]?
Re:and another thing for newbies to learn (Score:3, Insightful)
Re:and another thing for newbies to learn (Score:2)
Re:and another thing for newbies to learn (Score:4, Insightful)
You want examples? Let's go.
- 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.
- Having separate panels for materials and textures is a joke. The two need to be combined and refined.
- I, like a lot of people, prefer to model in one large window as opposed to several smaller ones. This is almost impossible in Blender due, again, to a lack of manipulators.
- No real undo. This is fucking pathetic, really. There is no good reason whatsoever to not have an undo in a program like this. Inexcusable. The addition of a mesh editing undo is good, but it's not enough.
- What the hell is that stupid bullseye thing? It is completely useless. Get rid of it, and make the left mouse button usable for something other than clicking the damn buttons.
- 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?
- Speaking of which, 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 can't think of anything else at the moment, but those are some starting points. My ideas for fixing them (in order)...
- The mesh editing needs to either be like 3ds max or like Lightwave. Right now it's trying to be both. This does not work. Pick one and stick with it.
- A completely new materials panel is in order. If I thought anyone would listen to me, I'd design the damn thing myself. Implementation would have to be carried out by someone else, which is why I doubt anyone cares about my input.
- Add a manipulator. Simple enough.
- Implement a real undo, for fuck's sake. If it's proving difficult, give me some real technical reasons and not just "It's hard to do." Programming is tough, no matter what you're doing, and practically evey program ever devised has an undo of some kind. Fix it.
- Get rid of the bullseye so the left mouse button can use the manipulator.
- Give users the choice of either creating objects through click and drag, or at the origin.
- This point ties in with the previous one.
Is this sensible enough? Or are you going to bitch more because I said fuck a few times? I'm not ignorant, especially when it comes to 3d program interfaces. I can jump between programs with ease because they all subscribe to the same basic philosophy and it's all a matter of figuring out where the tools are stowed. Blender is trying too hard to be different, and it's hurting itself in the process.
Re:and another thing for newbies to learn (Score:3, Informative)
Re:and another thing for newbies to learn (Score:2)
Re:and another thing for newbies to learn (Score:2)
Re:and another thing for newbies to learn (Score:2)
Re:and another thing for newbies to learn (Score:2, Informative)
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
Re:and another thing for newbies to learn (Score:3, Informative)
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 interfac
Re:and another thing for newbies to learn (Score:4, Informative)
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?
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.
There is an undo. It works, and its real.
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?
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.
Re:and another thing for newbies to learn (Score:4, Interesting)
(That was a joke for those who wish to report me to the purity patrol.)
I needed to have interactive design students look at something they had never seen - so I gave them Blender. Half had used 3D Studio Max. The rest, just Adobe and typical high school student fare. There were 17 students. They had to write a tutorial on creating an object that wasn't just a primitive.
Half of the 3D Studio Max users loved it, the rest were irritated, but found it usable. There was only one student who copped out of the assignment and the rest *really newbies* were able to do a credible job.
The general consensus was that the interface was different but good if you are a macro stroke user and a pain if you use menuing. I think they were saying 'different' compared to things like Photoshop. Of course 3D is a different interface, so their expectations could not be met. As with anything else, everybody has an opinion! Mine is, as we all know, irrelevant and uninformed, so please, I have a headache. Curtman, I obviously have no idea about Soft Image and others. I can't even remember the name of the first one I used in the mid eighties. I am still amazed by meshes.
What I can't believe is that Photoshop users think that there have been these great leaps forward in bitmap editing programs because they no longer have to open Illustrator to make type flow on a path. Maybe Zanax would help.
Re:and another thing for newbies to learn (Score:4, Informative)
This list [lib.hel.fi] looks pretty good.
Re:and another thing for newbies to learn (Score:2)
They're mentioned in the pulldown menus now
Re:and another thing for newbies to learn (Score:2)
Blender is pretty e
Re:and another thing for newbies to learn (Score:2)
I can accept that, but it's not a problem for me, becaue I don't have any hangups about how things 'should be'. Weird, is very different from bad.
A welcome addition - not just for games (Score:5, Interesting)
Re:A welcome addition - not just for games (Score:2)
Great F/OSS (Score:5, Informative)
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.
Re:Great F/OSS (Score:2)
In my spare time, I've been utilizing Blender's Python bindings to write a mesh exporter, and do other things.
If one has an interest in 3D modeling and animation, Blender should be looked at.
Re:Great F/OSS (Score:5, Insightful)
Blender can be used to do pretty much anything you want in 3d animation, and has a fantastic set of features and great potential - but it is simply painful to use. 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.
Blender suffers from the same problem that the first CAD I wrote has - only the programmers know all the hotkeys and commands, and they make 100% sense to the programmer, but not neccesarily to the end user.
Eg. I like to work in 3d by basically selecting a point, and draging it in the screen's 2d plane, and rotating the object to a different view if I want to move the point outside the initial plane. Ideally, left dragging would move the point and right dragging would rotate the object. If it was possible to map the input interfaces (ie. mouse dragging/clicking,buttons and keystrokes) to program functions ( eg. rotate target, drag target , scale, rotate, zoom,copy, etc) then I could set it up the way that works best for me in the same way that Blender brilliantly allows you to completely customise multiple views and panels.
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)
Other than that, I think it's great and would be a much stronger challenger to 3d Studio Max if these things were implemented.
Re:Great F/OSS (Score:2)
Re:Great F/OSS (Score:5, Informative)
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.
Re:Great F/OSS (Score:2, Flamebait)
I wish I had the skills to rewrite the interface my damn self. I like the direction they're going with it, but I KNO
Re:Great F/OSS (Score:2)
Re:Great F/OSS (Score:2)
Please, there's enough disinformation about Blender's interface in this article already.
Re:Great F/OSS (Score:2)
As for your screenshot, what version of Blender are you running? These features aren't noted in the 2.3.3 changelog - heck, I can't find them documentated anywhere. So either:
Re:Great F/OSS (Score:2)
But he's right and I'm wrong about this: 2.3.3 allows IPO curves to be named, and the Action Editor has sliders.
You can't edit the names of the curves in the IPO Curve Editor. Instead, you have to go to the Action Editor and change them their. And ye
Re:Great F/OSS (Score:5, Insightful)
This is true for every serious modeling & animation package there is. And any other highly specialized software with a million features and a very tight and fast workflow.
Re:Great F/OSS (Score:4, Insightful)
The problem is that for many critical features in Blender, the UI offers no clue that a particular option might exist, or what hotkey/mouse combination you need to press if you knew it existed, but forgot which hotkey it was. Given Blender's roots - an in-house production tool - this sort of interface isn't unusual. But now that Blender's gone "open source", there's been agreement from Ton and others that the UI is broken and needs to be fixed.
Take a look at Art of Illusion [sf.net] or JPatch [sf.net] for examples of open source applications that are "user friendly" - they support hotkeys, but any important functionality can be reached through the UI. When you are in a particular mode, the status bar at the bottom of the window displays hotkey modifiers and mouse options that are available. (I don't include Wings3D [wings3d.com] because it's pretty much specialized for modelling).
I'll readily that the example programs are currently less capable than Blender (and Art of Illusion is due for a UI overhaul in a few releases), but they show how these sorts of things can be added to the UI, even for complex processes.
And while Blender's made a lot of progress in making the UI better, but it's stalled in the last couple months - especially in critical areas like RVKs. Hopefully, people will get back on track with overhauling the UI.
Re:Great F/OSS (Score:2)
Could you please give an example of some of these many 'critical features' that aren't already in the pulldown menus since Blender 2.32? Better yet, post them on the blender.org forums soo, so the oversight can be remedied.
Re:Great F/OSS (Score:2)
Re:Great F/OSS (Score:3, Insightful)
Re:Great F/OSS (Score:2)
Just like I hear far far more complaints about linux than I do of windows, since I have a selective input.
Re:Great F/OSS (Score:2)
Blender's interface wasn't designed by open source developers. It was made commercially.
Re:Great F/OSS (Score:3, Informative)
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 mappi
Re:Great F/OSS (Score:2)
Some apps are started my companies, sometimes a company helps later on, sometimes a company doesn't help at all.
I think it's great for companies to help - have people be paid to do free software.
But I think with a lot of apps, it isn't strictly needed. It just might take longer in some cases.
(There are some areas that will be very difficult for linux to penetrate. Anywhere where a large
This is really good news (Score:5, Interesting)
It actually gets even deeper when you combine the python scripting with the game engine, as opposed to using the built in object functions. The games can get really complex, and with the inverse kinematic options for human body(mapping theh way the human joints move), it makes for some really interesting possibilities. Personally as I am learning python now, I may go back to the blender engine, and see what havoc I may be able to create.
Re:This is really good news (Score:2)
I don't know if my interpretation is the same as anon. cowards is, but I see that in just muck about and learn everything. (as oppposed to watch tv.)
I don't see that to mean study on things you think will be necessarily important. At your age, you should be getting as wide a knowledge as you possibly can, tinkering with everything.
I'm 22, and have small contributions in everything from the linux kernel, to kde, to openoffice, kdevelop, worldforge and a few oth
Re:This is really good news (Score:2)
It can change, but you'll have to work at it. If you're 22, you basically are who you are going to be from now on. Unless you make a deliberate and persistant effort to learn how to focus, and to stick to drawn-out tasks, it will never change. I only say this because I am on the far side of my 30s, and I used to think of myself as easily distracted. But now that I'm older, I.....
Coo
Collision detection (Score:5, Interesting)
Good collision libraries are fun. I've written one, as part of Falling Bodies. [animats.com] I think I was the first, back in 1996-1997, to use axis-oriented bounding boxes with GJK, which is what SOLID, and everybody else, uses now.
Lin and Canny are the ones who really cracked this problem. Before Lin and Canny, algorithms for collisions in a space with N objects with M faces each were O(N^2) * O(M^2). They got that down to slightly worse than O(Nm), where Nm is the number of moving objects. Very clever.
I-Collide [unc.edu] was the first generally available package for this. The original version was in LISP, which was translated to C, retaining much of the LISP style. They used axis-oriented bounding boxes with a linear programming package. This had some problems with numerical error, and the linear programming package was rather bulky. But it demonstrated, back in 1996, what was possible. Then everybody (well, the half dozen or so people into this stuff) went to work and built better systems.
Actually, collision detection is a pain to code, but well understood today. Collision response, the actual physics, is much harder.
The end result of all this is that games can now have really big worlds with working collision detection.
Re:Collision detection (Score:3, Interesting)
SOLID is a nice library, but its license terms are still unfriendly to commercial products. The author wants a couple thousand dollars to license it for even a shareware game, which is just silly when ODE is free under a BSD-style license. ODE's collision subsystem isn't quite as, well, solid as SOLID, but it's good enough for many applications.
Re:Collision detection (Score:2)
Reliable dynamics simulators are hard. If you want one for a commercial game, there's Havok 2 [havok.com]. All the free stuff is very limited.
It takes years of hard work to write a physics engine. If you're competent, in six months you'll have something that sort of works. From "sort of works" to "works" is years of effort. And it's not patches. It's theory. So the open source process doesn't work very well.
Re:Collision detection (Score:2, Interesting)
Re:Collision detection (Score:2)
Re:Collision detection (Score:4, Informative)
Maybe SOLID should be replaced by a ODE/OPCODE combination - but that would be incompatible with the existing blender games.
Re:Collision detection (Score:2)
Re:Collision detection (Score:2)
Not really. Good, robust collision detection routines are a pain in the ass, but once you have them written (to the point where you can get accurate collision data, including exact time/location/vector of collision) the physics routines themselves are easy.
Re:Collision detection (Score:2)
I'm the inventor of "ragdoll physics". More of my physics videos. [animats.com] Those are from work done in 1996-1998. (The videos are overcompressed; everybody had less bandwidth back then.)
The difference between "sort of works" and "works as well as that" is non-trivial. That's why I collect royalties on the technology.
Re:Collision detection (Score:2)
I hate to argue with you, especially since (if you are who you claim to be) you know what you're talking about. But I'm a game developer, and I'm responsible for the physics simulator in our engine, among other things, so I know what I'm talking about too - physics simulation is just not that hard. The collision detection is what gave me the most problems. Once the collision routines are giving accurate c
Re:Collision detection (Score:2)
If you have to handle the hard cases, like multiple simultaneous sliding contacts, the Baraff-type LCP solutions don't really work too well, or at least they didn't a few years ago. I realize there's been some progress. I prefer spring/damper simulators, because you can handle frictional contacts right and you don't have the zero-time bounces (the "boink problem") of impulse/constraint systems. The CPU l
Re:Collision detection (Score:3, Interesting)
Very cool. I'm Matt Spong, lead developer/CTO of Elemental Productions. We're a game company, about 1.5 years into our first project (multiplayer RTS type, Win32/OS X/Linux, potentially Xbox). I'm in charge of coordinating development of the engine, as well as writing a majority of it.
Physics simulation is something that's really caught my interest over the course of writing this engine - I'm actu
Reaching back (Score:2, Insightful)
Re:Reaching back (Score:2)
Well, since I stopped buying new games about 1998, when I moved to free software and stopped using unfree software, that sounds great to me! Onward and upward!!!
Blender doesn't need a game engine. (Score:4, Insightful)
Re:Blender doesn't need a game engine. (Score:2)
As for people who complain the docs aren't current, I haven't read any actual docs since I bought the 1.5 manual. After you get the hang of it, everything is self-explanatory.
So you want Blender documentation? (Score:2)
It needs GOOD DOCUMENTATION
Here you go. [blender3d.org]
And here too. [amazon.com]
I'm afraid documentation for blender won't get any more in-depth than that. Or documentation for any 3D program for that matter.
Game engine = worst...idea...ever (Score:4, Insightful)
It was nice having it while it was around.
Re:Game engine = worst...idea...ever (Score:4, Interesting)
Re:Game engine = worst...idea...ever (Score:3, Insightful)
Re:Game engine = worst...idea...ever (Score:3, Interesting)
Re:Game engine = worst...idea...ever (Score:2)
Re:Game engine = worst...idea...ever (Score:2)
When they added IA64 support my x86 just wasn't fun to work on anymore and I fear the whole project is heading the way of the dodo. Oh well. *sigh*
Re:Game engine = worst...idea...ever (Score:2)
Re:Game engine = worst...idea...ever (Score:2)
Re:Game engine = worst...idea...ever (Score:3, Interesting)
Re:Game engine = worst...idea...ever (Score:2)
But for the most part, you're right.
Re:Game engine = worst...idea...ever (Score:2)
Re:Game engine = worst...idea...ever (Score:2)
Um well they did add a ray tracer... as an alternative, not a replacement. Yafray is also an option. Sometimes carefully setting up a scene to work with radiosity and manual environment maps takes just as long as a raytraced rander :)
I have been told that Blender also works well with DrQueue [drqueue.org], basic software to set up a multi-machine rendering farm.
Re:Game engine = worst...idea...ever (Score:2)
Re:Game engine = worst...idea...ever (Score:2)
Speaking of Collisions (Score:3, Funny)
The best collisions in life are free. Like, for example, Porrasturvat and Rekkaturvat.
http://jet.ro/dismount/
Bring it on! (Score:3, Interesting)
Plugin too?? (Score:2)
Does this mean the browser plugin is back too? Or does that not count because it never left beta?
Lightwave vs Blender vs Max (Score:4, Interesting)
Re:Lightwave vs Blender vs Max (Score:2)
Blender isn't trying to be anything. It's trying to be everything, which is why it will always be practically nothing.
Re:Lightwave vs Blender vs Max (Score:2)
Great news (Score:2, Funny)
When, oh when... (Score:2)
I keep waiting, while looking at other possible solutions...
Re:Garbled menus (Score:2)
I dunno about under other platforms. I never had trouble with it in Windows.
Cursor issue (Score:3, Insightful)
Re:what about Undo? (Score:5, Informative)
Its been there for awhile now. Press U in edit mode.
Re:what about Undo? (Score:2)
Doesn't work there. What about when you're editing texture coordinates. Doesn't work there does it? Undo for meshes is great, but there are quite a few other places where it sure would be handy.
Re:what about Undo? (Score:2)
Hey, it's got a SOLID collision engine already...
Re:what about Undo? (Score:3, Interesting)
Re:what about Undo? (Score:2)
Re:what about Undo? (Score:2)
The only time I ever really NEED an undo feature is in mesh editing mode. But when I'm in object mode, it's possible to clear the rotation/scale/transform of an object with a couple mouse clicks, then simply re-position your object however you like it..
The lack of undo was my biggest complaint at first, and now I really don't care about it.
Informative? Funny/troll! (Score:2, Insightful)
Just plug in a Python script (Score:4, Informative)
Re:Is .3ds support still omitted? (Score:3, Informative)
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]
Re:3d web plugin (Score:2)
Re:Collision detection libs and Karl Sims' famous (Score:2)
Re:Awesome, thanks /nt (Score:2)
I ran across it cruising through Freshmeat [freshmeat.net] to see if there were any good 3D animation programs that I had missed.
Really, there's not much out there. Blender is the best and most capable, but (despite many advances) it's UI has a steep learing curve. But if you stick with it, you can do amazing stuff, and to be fair, the UI is way better than it used to be, and promises to only get better.
Anim8or [anim8or.com] is an Windows program by Steven Glanville. (It works fine under WINE [winehq.org].) It's free, but clo
Re:Awesome, thanks /nt (Score:2)
The animation stuff is pretty good. Although work is still ongoing at the meta data level - for example when a person wears a jacket, you want to hide the torso. Getting that kind of logic in still needs to be done.