[cmiVFX] Blender Realtime Game Engine [2012, ENG]

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Стаж: 10 лет 6 месяцев

Сообщений: 10

I_g_R_o_c_K · 25-Дек-12 12:09 (6 лет 6 месяцев назад, ред. 25-Дек-12 12:12)

Blender Realtime Game Engine
Год выпуска: 2012
Производитель: cmiVFX
Сайт производителя: http://www.cmivfx.com
Автор: Dimitris Christou & Chris Maynard & Juan Madrigal
Продолжительность: 5:21:35
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: cmiVFX has released BLENDER REALTIME GAME ENGINE with Dimitris Christou. The Blender open source CG suite comes with its own game engine. We will build a good looking interactive toy with the powerful logic editor. Even if you have NO experience building interactive computer graphics or coding, feel free to join us. The toy will be setup entirely in Blender from scratch without having to write a single line of code. You will see how to move, effect and interact with your objects in the Blender Game Engine. Without using code you will program the game engine to use keyframes, 2D filters, particles and more. Low poly modeling is covered extensively in this workshop. You will discover how easy it is to keep your poly count low while building a rich interactive scene. Blender's powerful set of modifiers will also help you with your task.
Lastly, the final chapter will be about Blender Rigid Body physics in the game engine. Discover how we can apply, modify, and affect properties in an advanced blender game scene.
Begin Building The Toy
We'll use simple polygon modeling and Blender's modifiers to build the core system part. We'll then duplicate it and see how we will create the basis of a working system using child to parent relations.
Animating The Core System
In this part we'll use the Game Engine logic bricks to animate our system. We'll use the always sensor and the motion actuator and then we'll see how we can interact with our system in the BGE using the keyboard sensor.
Adding Particles
For this part we'll add particles to the core system by using the edit object actuator. We will also link the emitting objects to the core system to make sure they'll follow the system's motion in the BGE.
Building The Environment
We'll use Blender primitive meshes and extrusions to build an object that surrounds the core system. We will also add some simple materials and use Blender's mirror modifier to help us shape the first environment part. GLSL shading will make our toy/game use some nice features like real time shadows.
Building A 2D Display
In this part we'll build a flat 2D data display using poly modeling and some simple motion Blender Game Engine logic. We will then position our display on the empty screen and link it so that it follows them when moving.
Modeling The Base
We'll build the base where our core system and surrounding object sits. We will use the array modifier to add details and see how we can create nice looking objects while keeping the poly count low for the Blender Game Engine.
Round And Round
For this part we'll use box modeling to build a new object that will rotate around the core system. This is a slightly more advanced low poly tutorial; we'll be filling gaps and copying faces to model our object. Some simple logic will also be added.
Finalizing The Rotating Parts
We will add some moving 2D data on the rotating part screens as well. We'll see how we can handle the pivot point to move our objects in the viewport and place them exactly where we want them to. Some materials will be added and we'll again see how we can add more than one materials on a single object.
Finalizing The Environment
Time to add some more objects for the toy's environment. Again we'll keep our poly count low for the Blender Game Engine. We will modify the horizon color and add some mist. Finally we will see a way of controlling and affecting the camera and lights motion in the BGE by using a simple
empty object.
Begin Building The HUD
In this part we'll begin building a heads up display for our toy. We'll use some low poly techniques and will be starting from simple objects like a circle and a plane to create the basis of our HUD.
More HUD!
We'll move on into shaping our heads up display. For the first time we'll see how we can make Blender recognize a key-framed animation to use it in the Blender Game Engine. The Action actuator is one of the most important login bricks you'll need for your Game Engine projects.
HUD Complete
Time to finalize our HUD. We will add a few more parts and see how we can animate an object using a noise modifier in Blender's graph editor. We will then connect the heads up display parts and get them ready to be moved to our main layer/scene.
In Position
We will move our HUD in layer one were every other object is and align it to our camera. We will also see how to change the color of a lamp in the Blender Game Engine using a couple of keyframes and an action actuator. This is also the first time we'll see and use the standalone player.
Time To Play
We'll see how to move our camera using our keyboard in the Blender Game Engine. We will also see how to build an abstract object using simple geometry and modifiers. 2D filters can drastically change the look of our toy. We'll see how to use, activate and combine them.
Final Tips And Thoughts
Some final modifications and thoughts. We'll take a better look at the standalone player and find out the way to distribute and share our game as a standalone executable file. We will also see some more 2D filters and Blender's stereoscopic 3D option for the BGE!
BGE Extra!
Advanced use of the game engine logic editor. We'll see how we can add, modify and use properties in the Blender Game Engine. We will also build a counter that will keep track of the property values and changes. We will add rigid body physics and see how our objects react to gravity and collisions.
About the Instructor
Dimitris Christou is a CG veteran working on 3D animation since the early DOS days. He has created animated clips, images and presentations for AstraZeneca, HP, Glaxo Wellcome, Nordic Drinks, the Coca Cola company etc. He has also produced a few shorts that made it as official selections to film festivals around Europe. He's also a man that enjoys experimenting and using his toolset in exciting, new ways.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
Файлы примеров: присутствуют
Формат видео: MP4
Видео: AVC, 1024x576, 16:9, 12.000 fps, 550 Kbps
Аудио: AAC, 22.05 KHz, 38.0 Kbps, 1 channel
Format : MPEG-4
Format profile : Base Media
Codec ID : isom
File size : 1.39 GiB
Duration : 5h 21mn
Overall bit rate mode : Variable
Overall bit rate : 619 Kbps
Writing application : Lavf52.71.0
ID : 1
Format : AVC
Format/Info : Advanced Video Codec
Format profile : [email protected]
Format settings, CABAC : No
Format settings, ReFrames : 5 frames
Codec ID : avc1
Codec ID/Info : Advanced Video Coding
Duration : 5h 21mn
Bit rate : 550 Kbps
Width : 1 024 pixels
Height : 576 pixels
Display aspect ratio : 16:9
Frame rate mode : Constant
Frame rate : 12.000 fps
Color space : YUV
Chroma subsampling : 4:2:0
Bit depth : 8 bits
Scan type : Progressive
Bits/(Pixel*Frame) : 0.078
Stream size : 1.30 GiB (94%)
Writing library : x264 core 98
Encoding settings : cabac=0 / ref=5 / deblock=1:0:0 / analyse=0x1:0x111 / me=dia / subme=5 / psy=1 / psy_rd=0.00:0.00 / mixed_ref=1 / me_range=16 / chroma_me=1 / trellis=0 / 8x8dct=0 / cqm=0 / deadzone=21,11 / fast_pskip=1 / chroma_qp_offset=0 / threads=22 / sliced_threads=0 / nr=0 / decimate=1 / interlaced=0 / constrained_intra=0 / bframes=0 / weightp=0 / keyint=12 / keyint_min=7 / scenecut=40 / intra_refresh=0 / rc_lookahead=12 / rc=abr / mbtree=1 / bitrate=550 / ratetol=7.3 / qcomp=0.60 / qpmin=10 / qpmax=51 / qpstep=4 / ip_ratio=1.41 / aq=1:1.00
Language : English
ID : 2
Format : AAC
Format/Info : Advanced Audio Codec
Format profile : LC
Codec ID : 40
Duration : 5h 21mn
Bit rate mode : Variable
Bit rate : 38.0 Kbps
Channel(s) : 1 channel
Channel positions : Front: C
Sampling rate : 22.05 KHz
Compression mode : Lossy
Stream size : 87.4 MiB (6%)
Language : English
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Стаж: 8 лет 9 месяцев

Сообщений: 24

Olega19bla · 10-Апр-13 10:31 (спустя 3 месяца 15 дней)

у блендера очень слабый и оооочень медленный движок. имхо развивать его утопично, что видимо и поняли разрабы так как он особо не поменялся со времен 2.49. Тем более GPL не особа хороша для такого случая. Курите юнити или кто по-смелее огр, но и этим выбор не ограничивается;)
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Стаж: 10 лет

Сообщений: 6

arhimager · 01-Май-13 16:25 (спустя 21 день)

Есть тот же GameKit. Основанный на огре или иррличе. Сразу замечу: прост в программировании, неудобен в изучении(Мало, катастрофически мало документации) интегрируется в блендер. Перед работой с ним желательно знать основы BGE. С чем и помогают в этом уроке.
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Стаж: 9 лет 11 месяцев

Сообщений: 1

nkerah · 23-Июл-13 23:57 (спустя 2 месяца 22 дня)

Не пишите ерунды, если сами толком не разбираетесь, не пугайте людей почем зря ))
+ Сравнивать Unity и Ogre3d - профанство, учите матчасть.
У Blender замечательный движок, мощный и многообещающий. Это не распиаренные Unity3d и UDK, он не умеет ведроид и иОсь (пока что ), но во многом он не уступает и даже превосходит их (Мощь самого Blender, открытость + нормальная поддержка Python со всеми вытекающими плюшками ) .
GPL тут не помеха, читайте лицензию внимательнее.
Пример игры ( кто захочет, тот нагуглит больше - примеров масса, слава богу )
Форум, комьюнити. over9000 туториалов, примеров, образцов для подражания
Уроки на русском
Книжки по BGE в основном слабенькие, лучше пользоваться форумами и ютубами
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Стаж: 8 лет 6 месяцев

Сообщений: 1

mckey123 · 13-Окт-13 12:14 (спустя 2 месяца 20 дней)

Из личного опыта: БГЕ очень прожорлив на ресурсы, особенно оперативной памяти. Но блендер как конструктор миров и моделей превосходен. Логик-кирпичики удобны если окно с ними открыть во втором мониторе. Но лучше если бы логику перевели с кирпичей в ноды.
Предпочтителен вариант: Блендер - экспорт(Ogre, Collada, FBX) - Вешний игровой конструктор (Unity, UDK, OpenSpace3D, Cry, NeoAxis...)
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