Time for an update from the Blender Game Engine team! and guess what.. we’ve got something you can play!
Being this the first Blender Game Engine demo we publish, it will only focus on the technical side, so don’t expect big gameplay experience, in this demo we provide a small level with a few platforms and some characters running around, so you can test if the blenderplayer runs on your computer and we can have nice feedback from that.
Please check the yo_readme!.txt file, it will guide you through the controller keys, and how to setup Blender for running without some gfx features for older computers. (even a spanish version! : )
You can get Yo Frankie! Demo #1 right below, basically there is a version with and without GLSL, while GLSL gives you nice shaders, real time shadows and other features.. it can be very expensive, so if the game runs any slow in your computer, you should check the version without GLSL).
YoFrankie! Demo 1.2!! Updated the Source files, Linux, Windows and OSX binaries!
– Press F1 for help!
– Fixed major slowdowns in game.
– Plenty of fixes in the GLSL side and some warnings in game.
– Updated Bullet Physics System.
– [Linux] built-in (static) libraries!: OpenAL, FreeALUT, libGCC, and Python.
Remember you can always use the source files with a recent Blender build!
Updated the Linux version to use static python (so it doesn’t depends on the one installed in the computer), also doesn’t use gettext, exr, and some others.
Tagged it as 1.1 so you can keep track of which version you’re playing.
At the right is an image you can see how the game should look with and without GLSL.
Note: If the binaries doesn’t run, you can always open the ‘.gamedata.blend’ in a very recent Blender build (trunk, not the apricot branch, built today or yesterday) and run it (the readme file is also embedded in the Text editor, so you can read it in Blender).
We want to make sure you all can play the game before we give more features away, once this demo is successful and we know it plays well in most computers, we plan to release a new demo with more gameplay and features.
We hope you enjoy it!, leave any technical problem right below, gameplay suggestions are also welcome but this time we are focusing mostly on having YoFrankie! running
“Hola!, this is Pablo..”, that’s the first thing I say in this video that tries to explain a couple of effects I came up with the last week, playing around with shading nodes in real time.
The thing was that Mist option is still not supported in GLSL, how can I work around this?, Nodes! the great “Camera Data” is an input node that let you use information from the camera view to play with, such as the View Vector, View Z Depth, and View Distance (which is the one i’m using in this video). After playing for a while, I found out that this method was much more better than the boring Mist!
I ended up using this method for effects such as:
MultiColor Mist: Color in front of the camera is more peachy, slightly noticeable, then more far away is a bit orange/red, and veery far away the color tries to mix with the sky.
SunRays: Just planes with a bright alpha texture, the trick is made by the View Distance factor of the camera, changing the alpha to zero when you get close to them, or far away from them (you don’t want to always see sunrays).
ChangeAlpha: for walking through trees leaves in a way that they don’t block the view, they have a node setup that makes them alpha zero when they get close to the camera, so you can see through.
Just like you read it, Real Time Shadows in Blender’s 3D View *and* in Blender’s Game Engine!
It uses Shadow Buffers, so is only available for Spot lights now, and it works with the same settings as for rendering, like OnlyShadow (very useful!), or ClipStart, ClipEnd, SpotSize, falloff, Bias, etc. They are not filtered (yet!, so don’t complain : ) so no Soft shadows for now.
I don’t like to take attention from other’s blogposts but this feature totally deserves it.
Made a quick video showing how it looks right now in both our game demo from Chris’s blogpost and in 3D View, is speeded up a little bit also for not to bore you too much.
This feature was made by our code hero Brecht and is still under development, so go compile your apricot branch, test, and share your happiness here with a nice comment.
That’s all folks!
Just one and a half weeks since we started using the bge, and the progress has been insane. There’s way too much for one post.
GLSL is now integrated in the BGE, just enable it in the game menu to preview it in the 3d view, and it’ll look exactly the same when you press P. Support for nodes, multiple uv layers, all blending modes, stencil maps for splatting, color ramps for that precious falloff, and much more. One more week like this and my grin will be permanent.
Ever wanted shape keys to work in the game engine? Well support for shape keys has been added! There’s a brand new actuator called “Shape Action”. Grab yourself an apricot build and go nuts. And there’s been some really impressive speedups to the game engine. Just enable “Vertex Arrays” in your preferences and “Generate Display Lists” from the game menu for the fastest performance. Our test scene gets almost twice the frame rate. The devs helping us are really doing amazing things.. Things are really progressing quickly.
Have a look at our latest demo from the BGE, showing some new gameplay and playing with new features like glsl. Most of the main actions for Frankie have been added, plus a small environment to play around in while we work on the world for the game. Things are getting really exciting around here. We’ll post more progress this weekend, and, if anyone is interested, we may be looking for help soon. More info on that later. Of course one really big way to help this project is to pre-order the DVD!.