Blender/Ogre Project page....

Physics APIs, Physics file formats, Maya, Max, XSI, Cinema 4D, Lightwave, Blender, thinkingParticles™ and other simulation tools, exporters and importers
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Blender/Ogre Project page....

Post by snailrose »

Hey, All
The Echo project now has a home.
Information can be found here...

http://echo-plugin.sourceforge.net/

Thanks,
Charlie
DimEkm
Posts: 8
Joined: Thu Sep 14, 2006 11:24 am

Post by DimEkm »

You and Erwin are the main reasons I check internet for sometime now. Both projects are huge and realy promising.
The site have the best feeling for a project like this. Simple and simple for a so complex project like echo.

Thanks,
Dimitrios.
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Post by snailrose »

Hey Dimitrios,

Thanks for the kind words!
I will keep the site up to date with all the recent changes/builds and such.

Thanks,
Charlie
p00f
Posts: 8
Joined: Mon Dec 25, 2006 4:45 am

Thanks

Post by p00f »

I have had my eye on the Ogre engine for a few years now.
It has some really nice features.
Until now it was a "Programmers only" tool for rendering in real time.

Crystal space has a importer as well for their game engine.
What I was hope-ing was that you might be able to make the high end shaders accessible to non-programmers/artists like Cades did for Crystalspace.

They use the Native blender material system to build shaders!

Could you please do this for Ogre as well? Cades has released the CS exporter as open source, if you want to look at how he was able to do it.

I really don't think I will ever understand why the native Blender game engine cant do this to access the GLSL shaders.
I need to take a 1 semester Python class just to make a silly bump map?
I think not.

Anyways,
Thanks for bringing Ogre down to us non-programming artists.
I am really looking forward to seeing what is in the future for the blender game engine :)

Thanks to logic bricks I have realized a life long dream. I have made 3 fully functional video games.
It is exciting to finally be able to make my own games.
Please keep it easy for us :)

Thanks for reading this, have a nice day :)
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Post by snailrose »

Hey p00f,
I really enjoyed you're Zody games. Really well put together!
Could you please do this for Ogre as well?
Wrappers for blender's material system is on the TODO list.
I wanted to write a GLSL wrapper library for 'Use Blender Materials', to match blender's
materials for some time now, but got involved in the Ogre project and never got back to working
on it. Hopefully it shouldn't be to long before I can begin work on this in Ogre :)

Maybe you and a few others can compile a list of some of the most important features you
would like to see implemented? That would be of great value...


Thanks,
Charlie
p00f
Posts: 8
Joined: Mon Dec 25, 2006 4:45 am

Post by p00f »

Wow!

I did not know you did the original blender material Sorry about that.. I was assuming Ton did this.

Thanks bye the way, I use the materials system extensively! in most of my recent stuff, I just use vertex coloring and the Wireframe effects :)

Thanks very much for this :)

The reason I was mentioning the above was just to say my piece. and If it was not on the ToDO list to please add it :)

I have no idea what other direction I would like to see the BGE move to.
You guys are already implementing stuff that is lightyears ahead of the current game engine.

and the GREATEST part is that you guys are keeping the simple people like me in mind :)

Glad you like Zody :)
If there is anything you want to see in Zody 2, please let me know, You and Erwin can request anything you want.

well, anyways, the only other area I can see that might need some improvement is the sound system.(which has nothing to do with the rasterizer or the physics, just saying this because it is all I can think of right now)
The way it is now I can only make games for windows with limmited sound. Which is totaly cool... I think windows has at leat 95% of the market.
The only reason I want cross platform is for linux... They need some more games :)

The .OGG format would be very cool for music and Sound effects (SFX).
I think we can use OGG for Comercial stuff to unlike MP3, and other Ultra compression codecs.
MIDI support would be neat as well. The MIDI filesize makes it sexy to developers. although I find most MIDI music Obnoxious sounding.

You guys are really doing a nice job here!!

If there is anything you might need from a Dyslexic artist, just let me know, and I will make a nice one for you :)
Thanks again for the reply, and I wish you and the rest of the Bullet team a happy holidays :)
Littlebob
Posts: 9
Joined: Wed Dec 27, 2006 10:17 pm

Post by Littlebob »

when i run the file the senery disappears when im looking at it though the cubes are alwase visable.

its almost as if its the opposite of rustum culling(if thats the word for it).

it runs very smooth, much faster than the older version that was in blender
Last edited by Littlebob on Sat Dec 30, 2006 10:03 pm, edited 1 time in total.
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Post by snailrose »

Thats a strange error, I can't really see the picture though.
Are there errors in the log or anything?
Also which demo is causing the problem? COLLADA, or manualLoad ??


Unfortunately yeah, when run inside blender it will be slower, because it needs extra code in the loop to keep blender responsive...
Littlebob
Posts: 9
Joined: Wed Dec 27, 2006 10:17 pm

Post by Littlebob »

No there is no error in the log.
this is using manualLoad.

shouldn't the demo be inside of a red and black cube?
theres basically just a hole in the side of the the cube were the camera is facing.

collada just pops up a msdos window for a second then shuts down.

EDIT:
better image
http://img329.imageshack.us/img329/1801 ... ginxy5.png
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Post by snailrose »

Hey, Thanks for the updated pic.
Sadly I have no clue why it looks like that ... :oops:
The only thing I can do is get together some more tests to find something that works, then go from there.

The mesh is the 'walk-through' mesh, and should look like this.
http://home.bresnan.net/~snailrose/tmp-del/Untitled.jpg

It may take a few days to get some tests up, but they will be posted here..

Thanks,
Charlie
Littlebob
Posts: 9
Joined: Wed Dec 27, 2006 10:17 pm

Post by Littlebob »

okay :wink:

i'll be sure to test the new ones that you make. thanks.


also, i was wondering if anyone else was having this problem or was it just me?
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Post by snailrose »

... Few days :)

I'm fixing to make some changes to echo, but before I do, a testing build is in order.
The changes here are a switch to the GL render system,and newly exported meshes from
the Ogre exporter...

http://www.continuousphysics.com/ftp/pu ... t-1607.zip
DimEkm
Posts: 8
Joined: Thu Sep 14, 2006 11:24 am

Post by DimEkm »

It's nice to see any progress of Echo. Also thanks and for the lightmap for the current BGE.
Littlebob
Posts: 9
Joined: Wed Dec 27, 2006 10:17 pm

Post by Littlebob »

ahh yes it looks nice. :D
http://img181.imageshack.us/img181/379/ ... newrr6.png

though the frame rate seems to be a little lower(the version of opengl on this comp is rather old though) :roll:

do you think you know what went wrong with the old one?

thanks for all the hard work.
snailrose
Posts: 15
Joined: Sun May 28, 2006 6:44 pm

Post by snailrose »

Not fully, but my suspicion is the mesh. The broken demo contained one mesh exported with the Ogre exporter, and the other exported in echo.
So with the next builds I will make a scene with meshes exported in echo and see if it messes up