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41 (+42,-1)
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Logic bricks -> Logic Nodes  
Written by _LsBlend the 14 Aug 08 at 22:47. Category: GameEngine. New
instead of logic bricks, rewrite them using the same style as the material nodes editor

See the 6 comments >>

implemented
Done!
(32) (+35,-3)
Real time Shadows in GameEngine  
Written by andresgarciao the 2 Jul 08 at 23:27. Category: GameEngine. Implemented
It could be great if the Game Engine generated real time shadows, like almost all the Game Engines do.
OpenGL brings the posibility to create real time shadows, you can see what I mean in this link.
http://www.opengl.org/resources/code/samples/mjktips/rts/index.html

See the 2 comments >>

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22 (+26,-4)
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Actuator for manipulate the texture of a object  
Written by madman the 30 Jun 08 at 21:42. Category: GameEngine. New
Users of blender might have wondered how to change or animate the texture of an object.

Maybe should exist an actuator for this, with option to animate the texture on X, Y or Z coordinates and other to change it (using another image file).

Maybe they could have the option of using an image as BumpMap and not having to use a script.

See the 2 comments >>

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6 (+8,-2)
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Modifier: Triangle  
Written by scrag_10 the 9 Jun 08 at 13:03. Category: GameEngine. New
Much like the ctrl-T in edit mode, but made into a modifier so you can get rid of all the triangles and make easier edits to the mesh, this has Game Development in mind.

The appearance in the 3d window would be like a simplified subsurf, you would be able to see all the extra triangle lines but in a different color.

If you wanted one of the modifier generated triangles to be real and editable, all you would need to do is select the 2 vertices and press F just like normal.

Bonus feature could be: maybe you don't have to apply to make it work in the game engine?


Discuss!

See the 1 comments >>

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6 (+6,-0)
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Path animation  
Written by Kirado the 25 May 08 at 22:23. Category: GameEngine. New
It would be really helpful if path animation would also work in the game engine. eg. you animate the object along a path and get this to show up in the game engine by using an IPO actuator.


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6 (+6,-0)
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IK in GE  
Written by Sammaron the 23 Aug 08 at 21:18. Category: GameEngine. New
Inverse Kinetics (IK) in Blender Game Engine. I thought this might be implemented in 2.46, but it wasn't, to my knowledge. I'm not sure how much coding this would take, but it sure would help me imporve my animations.

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6 (+6,-0)
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Console for the game engine  
Written by Eldmannen the 9 Jun 08 at 13:04. Category: GameEngine. New
You press a button (like tilde ~) and it comes a console.

You can type commands like;
* fps
* noclip
* fly
* suicide
* quit
* exit
* brightness [value]
* contrast [value]
* gamma [value]
* fov [value]
* version
* status
* pause
* clear
* echo [value]
* restart
* screenshot
* set sv_gravity 35
etc

See the 1 comments >>

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4 (+6,-2)
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selective Physics Visualisation button  
Written by Kirado the 23 Aug 08 at 21:18. Category: GameEngine. New
I propose a button that is ON by default under or near the buttons for actor,ghost,rigid body etc, but it can be turned OFF -->so that the view doesn't become so cluttered when you have Physics Visualisation turned on in the game menu.

Then you can see how the physics are being calculated on the selected objects only. It gets impossible to see after you have more than 5 objects on top of each other.

Not sure how hard it would be to implement.

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3 (+4,-1)
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Copy and Paste Logic Bricks W/out Loss of Bricks  
Written by Sammaron the 17 Jul 08 at 23:53. Category: GameEngine. New
I UNDERSTAND THERE IS A CTRL + C, BUT IT DOESN'T HELP MUCH!!!

It would help me bunches if there was, like proposed in the other idea about this, a shift + d highlight kind of thing, allowing easy placement and changing of logic bricks, without loss of logic bricks.

See the 3 comments >>

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3 (+3,-0)
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OpenGL Vector Engine for in-game UI  
Written by PavelSiska the 28 Aug 08 at 13:41. Category: GameEngine. New
Implement Vector Graphic engine into BGE for creating user interfaces in games. It could be connected with game logic editor...
You would have tools for creating vector shapes, or simply import them from a various vector painting softwares....
Fonts, Shapes, alpha, gradients, etc.....

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2 (+2,-0)
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Logic bricks copy/paste  
Written by RH2 the 2 Aug 08 at 02:53. Category: GameEngine. New
Ctrl+c copy logic bricks from one object to another.
what if you want to copy logic bricks from inside of an object?

example:
you have a property sensor that fires only when the "property" is equal to 2.
you want a property sensor that fires only when the "property" is equal to 3.

with current means you would have to click on the "Add" button in the Sensors column. Select property from the drop-down menu and select "property". then you would have to select "equal" form a drop-down menu. then after that entering the name of the property and the number you would be finished

Or--->with coping and pasting logic bricks you could copy the first sensor; rename it, and change the number it would be equal to.

which is easier? -well learning python would be easier....
besides that it would prove to be a great time saver,when creating similar logic bricks.

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implemented
Already done!
(1) (+1,-0)
copy and paste (duplicate) sensors and actuators  
Written by RH2 the 13 May 08 at 01:45. Category: GameEngine. Already implemented
Game project Apricot will probably upgrade the sensor and actuator creating process but sometimes i want to copy and paste sensors, controllers, and actuators to another object. Or I want to make new sensors, controllers, and actuators based on other sensors, controllers, and actuators. By changing some of the data in the sensors, controllers, and actuators.

I haven't found any way to duplicate the sensors, controllers, and actuators. so hopefully I'm not missing out on that functionality.

See the 4 comments >>

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1 (+1,-0)
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Hardware Simulator  
Written by PavelSiska the 28 Jul 08 at 18:15. Category: GameEngine. New
Imagine. Have a tool in blender to decrease your hardware specifications to simulate playing games on the low- and middle-end computers. So you would try out how smoothly players with slower computers will run your game.

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0 (+9,-9)
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Machinima Tools  
Written by kakapo the 22 Jul 08 at 11:49. Category: GameEngine. New
machinima means doing movies in a real time environment. (http://en.wikipedia.org/wiki/Machinima)

since blender is a 3d content creation software which comes with an integrated game engine it could be the ideal tool for machinima.

you would first build and set up your characters and the environment and then control them in realtime in the game engine and record their movements and animations. think of digital puppetry... the camera movement would be recordable too. network support like described on wikipedia isn't necessary. the characters also could be recorded one after another.

it would be similar to how recording bullet physics already works.

maybe doing something like this already is possible with python? but a good machinima workflow for non-programmers would be great. there could be node-based animation sequence and character controller editors (similar to what is planned for apricot i think). probably the game engine's character animation features would have to be improved a bit (blending of animations, mixing armature animation with shape keys for faces,...) or maybe it would make more sense to do it with one of the planned plugins for external engines.

finally animations could be rendered either with the game engine or with blender's renderer (this possibility would be another huge advantage over other tools used for machinima).

See the 9 comments >>