PDA

View Full Version : using the game engine for somthing other


members only hunter
10-25-2005, 05:58 PM
hey folks-
i got this idea- 2 ideas auctually- about using the game engine within blender to develop another program that utilizes the strengths of blender.

first and possibly the easiest: a weather visuilization program. using weather radar and google maps to construct an accurate and 3d navicable weather visualization meathod. there are a few things that would need confirming though. can you add a ui to a gameblender program? does game blender use alpha channels and show it on screen? can i update an image in the game engine on the fly by say using the video feed from a weather radar channel or satalite system.

second and proble the harder: create a video editing system in the veign of combustion. most of the same questions arise as with the previous idea as well as quesitons like: does game blender have the ability to use the particle and or the fluid dynamics system? how about using the paint tool and the alpha tool within the game?

i understand that this is just the graphics place on this forum but i know you people will point me in the right direction. i have no programing abilities so these are just a few ideas. implementing them is another story.

chris

Apollux
10-25-2005, 11:49 PM
can you add a ui to a gameblender program?YES

does game blender use alpha channels and show it on screen?YES

can i update an image in the game engine on the fly by say using the video feed from a weather radar channel or satalite system.Honestly, I donīt know.... but the answer is likely to be NO.

does game blender have the ability to use the particle and or the fluid dynamics system? how about using the paint tool and the alpha tool within the game? Unless they have updated it recently, the answer to all those is NO.

However, remember that Blenderīs Game Engine isnīt the only Blenderīs Game Engine.. tricky, isnīt it?

There is an undergoing effor to make other externals game engines available from within Blender. Cristal Space seems to be the one closer to becoming a reallity, but it isnīt the only one trying... check the news and developer forums for more details.

Also, you could desing the UI in Blender and export the whole thing to another game engine that offers what you need.

LetterRip
10-26-2005, 01:57 AM
second and proble the harder: create a video editing system in the veign of combustion. most of the same questions arise as with the previous idea as well as quesitons like: does game blender have the ability to use the particle and or the fluid dynamics system? how about using the paint tool and the alpha tool within the game?

Why use the game engine?

Blender already has a built in NLE(Non linear editor)/Compositor. It does lack a number of useful features such as motion tracking/match moving; it has limited keying capabilities; and the paint system is fairly limited (among other limitations) but the game system doesn't offer anything that would be of use for that.

LetterRip

LetterRip
10-26-2005, 02:03 AM
Actually updating image data on the fly is possible, it was done by a team using the blender game engine for augmented reality, they ended up pushing video data as bitmaps though due to the game engine not having support for video streams.

See this video from the conference for details

http://video.blendertestbuilds.de/index.php?dir=BC2005/&file=vr08b_reality.avi

LetterRip

members only hunter
10-26-2005, 01:40 PM
the blender nle is a joke- you can't do much of anything. it reminds me of the postprocesser on 3d studio 4... thats 3ds4 not 3dsmax 4. you cant see overlapping images on screen and you cant integrate the particle system into the footage...ooh and shadowing- the planes don't shadow themselves.

i haven't really done much research in the game engine but i would think that if it can only handle rudimentary alphamaps and can't handle fluid/particle dynamics then what the heck good is it?

why use blender? why not. but seriously i thought of this for 2 reasons: i am not a programer and i thought that doing it this way would keep me out of coding, and i want to make an .exe file and not do like most linux developers do and release the .deb or .rpm i hate it when people do that. ohh and if i use blender it is more likely that it will work on multiple os.

i guess i will have to do more research.

LetterRip
10-26-2005, 06:12 PM
the blender nle is a joke- you can't do much of anything. it reminds me of the postprocesser on 3d studio 4... thats 3ds4 not 3dsmax 4. you cant see overlapping images on screen and you cant integrate the particle system into the footage...ooh and shadowing- the planes don't shadow themselves.

It certainly has limitations, the magic pixie dust is scheduled for after the renderer work, don't know if your issues are stuff that the team is planning to address though. The things you mention don't sound like they are overly complicated but I haven't looked at the NLE code, so don't know for positive (and I haven't really played much with Blenders NLE as a compositor). Still though adding features to an NLE to improve its capabilties seems to make much more sense than adding features to a game engine to make it a NLE/Compositor.

LetterRip

Apollux
10-26-2005, 07:47 PM
There seems to be a huge confusion here.

The NLE is not for editing textured planes or videos. It is for creating action based animation, specially character animation.. and it is quite good at it. Now that I' ve been reading the developers mail list I can say it will be even better for what it is intended for.

If you want to edit video, compose particles, etc. etc. etc. then you are looking for the Sequence Editor, wich again is quite good at it. The main problems with the Sequence Editor are
1. Memory management.
2. Limited lengh for video sequences.
3. Lack of audo support.

Points 1 and 2 are been currently working on.

LetterRip
10-26-2005, 08:16 PM
Whoops,

I did indeed mean to be refering to the sequence editor, was swapping blender terminology with the more standard terminology.

LetterRip

LetterRip
10-26-2005, 08:18 PM
Appolux,

1 and 2 have patches in the tracker, by 3 do you mean audio out support or something else? (I think the ffmpeg SOC added audio out for linux, but not positive).

LetterRip

members only hunter
10-27-2005, 02:05 PM
that's what i meant too...

to me a nle is like combustion or premire. my intent was not to make it for blender users and the such but for other users that have no interest in blender as a 3d program.

do you mean that in just the sequence editor i cannot export audio out with the video or in the whole program? if so that would just suck. i haven't played with this audio bit yet but i assumed that if it has an audio import function that it would export the audio too.

if we want to use blender as a nle using the sequencer i see many more problems than you do. somthing simple would be transitions- they are so complicated to use. why not treat them like any other nle and have them use their own block. then you could also open them up to utilizing the bezie curves to control them.

that is somthing simple that most nles do that could be added to make the sequencer better than it is.

CGTalk Moderation
10-27-2005, 02:05 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.