3d computer animation, open source technology, software application development, IT network security, and random awesomeness!

From the Blog

Aug
26
Posted by BrianH at 3:03 pm

Today I checked out the Apricot (Yo Frankie!) SVN to see how things have been developing. Needless to say, I’m very impressed with everything that’s been happening with the project. It’s not everyday we get to see some really good game development with the Blender Game Engine. The BGE is being used for prototyping and modeling, but I have to give credit to these guys for actually taking some initite to developing the code along the way. It would be really nice to see everything done with the BGE instead of moving it to CrystalSpace, but at least it’s getting a piece of the attention.

A screenshot of the State Engine in Blender 2.47.

Some of this development has already made its way into Blender 2.47. Logic Controllers now have a State Engine. A state is currently defined as a collection of controllers and connected Actuators and Sensors that are assigned to a specific actor. States can be activated/deactivated through a State Actuator. This allows for higher level Logic design and much more control over the game engine without the need for python scripts. More controllers, actuators, and sensors have been added as well. My only hopes is that this all gets converted to a Node based design. The mess of connections can be much easier to sort through using Nodes.

Anyways, the Yo Frankie! game has a TON of files in it. 1.95GB to be exact. And it’s loaded with some awesome files. New characters, level designs, graphics and textures, the list is endless. There’s even progress on making a cinematic. It looks more like an animatic right now, but neverless I’m sure it will be edited to look amazing.

Keep up the amazing work guys. I can’t wait to see the end result.

Aug
25
Posted by BrianH at 5:57 pm

I haven’t decided to release them yet, but the demo files could very well see their way onto the server before the Blender Game Networking eBook is finished. A lot of people have been anxious to see the demo in action and learn more about how it’s setup. Right now, the demo files are not complete and still need some work. If they’re not released separately, they will definitely be included with the book.

Another update is that the eShop development is looking pretty nice. I should have it finished in time for the book release. There are some issues being worked out right now, more related to eBook deployment, but hopefully everything will work out in the end.

Thanks for your patience. It’s been a lot of work, especially doing this by myself. Being a one-man-band in developing this book has been quite a task to take on. I’m hoping to see a good turnover on the eBook. It’ll definitely give me more encouragement to continue developing other projects like this.

Aug
22
Posted by BrianH at 4:27 pm

Want to explore multi-player game design using Blender 3D? Then this eBook is exactly what you need! I have taken the time to cover everything you need to know to create a networked, multi-player game using the Blender Game Engine. The information in this eBook can be used to create any style of game because it focuses primarily on network communication. Getting your game clients communicating over a network can be a tedious task, especially if you don’t know what you’re doing. In this book, I guide you through low level Python networking to create Python socket connections. Learn how to setup your .blend files and handle the data needed for network communication. It’s easy, it’s fun, and it’s very rewarding.

Coming Soon.