Blender game engine wind




















Blender has these features, and while difficult to grasp at first, they're surprisingly simple to use once you grasp the concept Blender game engine basics tutorial 12 : Explore blender tutorials and speed up your process of creating various types of 3d artworks from concept sketching to animation.

Using animations in the node editor is a real powerful thing. This article covers rigging and animating a model in blender for export with the blender source tools. It assumes you are familiar with using blender to create meshes. Explore blender tutorials and speed up your process of creating various types of 3d artworks from concept sketching to animation.

What could be wrong? To my knowledge it is impossible to get wind inside of Blender Game engine without faking it. You can get cloth simulations by using the Soft Body physics type, but then you have to figure out a way to pin up the flag.

My thought would be to create a short, loopable animation that could be played. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Flag does not move in the wind in Game Enigne Ask Question. Asked 7 years, 1 month ago. Active 6 years, 9 months ago. Viewed times. While I believe Blender developers won't actively do anything to purposefully break Blender trunk codebase compatibility, I speculate it will naturally become increasingly hard for UPBGE developers to maintain their code working, as features are removed and main Blender development deviates further from the current design.

UPBGE will probably continue to work as standalone based against current 2. While the final decision is always yours, as it stands your time is probably best spent learning something else more ubiquitous and modern, giving you a more lasting and future proof investment. There have been talks about replacing the old game engine with a newer better integrated " Interactive Mode ". It would be a more integral part of Blender, as opposed to a separate component with a lot of duplicated code that re-implemented a very limited subset of supported features we currently have.

This is not meant to be a direct replacement of the old BGE, nor a discrete game engine in the traditional sense with wide publishing capabilities, rather more of an integrated real-time "presentation tool" or interaction mode with a physics simulation sandbox environment, that runs directly inside Blender's viewport on currently supported platforms. I speculate this will probably feature a new node based workflow and logic system, real time physics, and integrate well with other upcoming features like "Object Nodes" also known as "Everything Nodes" in one way or another.

A project of this magnitude requires a lot of careful planing and design to get done right, this will lay solid foundations on which to work on. On top of that there is still the huge amount of work required to actually implement it and get it working, tested and stable enough for the general public.

This would take a dedicated team working full time a long time to get done, it will take even more for a single person to do it alone.

Since Benoit is only working on it part time and for a relatively short period of one year, this is likely still very far away in the horizon. As of development seems to be indefinitely on standby, probably waiting on solid planning, development of required dependencies and maturing of current features. There are currently no predictions of when or if it will ever be resumed. If you would like to help and can't code, you can contribute to the Development Fund.

This will allow hiring more full time developers to work on newer features. Have in mind that there is no guarantee this will specifically direct funds dedicated to Interaction Mode, but they might get there faster. And if there is enough interest maybe a full time developer slots can be allocated for these tasks.

Though BGE is going away for future versions nothing stops you from continuing using it under Blender 2. If you are spending time and resources learning the craft, you might as well invest it on something popular and well accepted in the industry, with a bigger audience and wider reach. Learning resources will likely be more abundant, and it might even increase your future employability, if you seek to work in the industry.

There are many third party game engines out there, good for many different purposes and workflows, and for varying "wallet sizes". Some integrate very well with Blender, even using its native UI like the Node Editor through PyNodes for editing a varying subset of supported features and functionality.

They also provide extended publishing capabilities, reaching many platforms never before supported by Blender Game Engine like mobile devices, web, cross platform development, among others. There are also free and open source solutions that integrate very well into Blender pipeline and native UI like:.

While not a game engines per-se, products like Blend4Web and Verge3D provide Blender addons for web publishing that also have some form of node-based logic systems and scripting capabilities. These allow creation of basic behaviors, and a certain degrees of interactivity, thus providing a simplistic yet relatively capable web browser based game creation solution.

On Sep 24th Brecht sent out an email to Blender mailing list and said:. Benoit visited the Blender Insitute last week to talk about interactive mode design. The plan is to first implement an interactive "physics sandbox" mode, where physics keeps running while you interact with objects the viewport.

The second step then is implementing a logic nodes system. Benoit and Jacques will work on the design. On Oct 5th Ton sent out an email to the Blender mailing list and wrote:. He is currently working on a design doc which will be presented in our channels soon. I have also been exchanging some emails with him and here is his current plan, subject to change:.

I have indeed started a project to bring interactive mode in blender 2. It's a one year project but I'm only working 1. The project plan is as follow:. There is no guarantee that this interactive framework will be real time but it should be close to it. The graphic rendering will be Eevee. Everything will run from the 3D view, which can be customized to be just a window frame or full screen with no menus and buttons so that it looks like a game window.

A couple of months ago I also proposed my ideas regarding Blender's Interactive Mode here. I have been in touch with Ton and both developers of the interactive mode and I am so happy that they are very open to new ideas. He will post the updates regarding the interactive mode here hopefully every week.

People involved in developing the interactive mode are seriously thinking about bringing very good, near-real-time or real-time soft body physics in the interactive mode in addition to rigid body physics.

There are currently a couple of options that we are evaluating. Bullet 's soft body solver is a pretty bad approximation of real-world physics and is unrealistic and unstable; so this option is out. One option is implementing some of the works that are coming out of research labs and are based on Projective Dynamics Method as discussed here. These methods will benefit the interactive mode with better performance and a little bit more realism in terms of physics simulation compared to real-world soft body physics.

Another good thing about these methods is that they unify cloth and soft bodies.



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