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            diceidea

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            Blender+Ogre Preview

            1. 開發(fā)背景

            OgreBlender都是開源軟件中的佼佼者,前者提供了作為一個real time renderer的各種要素,后者作為offlineanimation renderermodel工具, 根據(jù)Ogre官網(wǎng)上的資料及一些開源愛好者的建議,可以作為level editor來與外部的renderer或者是游戲引擎合作。有了這兩個強大的工具,其他諸如聲音物理等等模塊可以依賴于其他的開源工具很方便的解決,這也為我們呈現(xiàn)了一種低成本的游戲開發(fā)解決方案。

             

             

            1. 案例

            下面是一個使用這些混合物來開發(fā)的游戲(Mulver),質(zhì)量考究:

            以下文字和圖片摘自:http://www.ogre3d.org/phpBB2/viewtopic.php?t=29907&postdays=0&postorder=asc&start=0,版權(quán)屬于原作者

            My alltime favourite game is Super Mario 64. In my eyes its still the king of the 3D Platform game category. Some people http://www.stevestreeting.com/?p=448 just dont get this genre though.

            Anyway I have been trying to make a similar game using Ogre of course and a couple of other open source libraries out there ODE, LUA, OIS, FMod (not OS). I have also used AC3D for some modelling and Blender for Level Design and modelling.

             

            Its intresting that the core engine and first test level was up and running just a couple of months after I started in May 2006. But to create a useful Art/level pipeline took much longer than I expected. I took a long break from programming during autumn and winter but still it was almost as much work as writing the game engine! Learning Python programming and the Blender Python API was also an intresting experience. Don forget those tabs

             

            Levels are built in Blender using a custom level exporter together with reimpells Ogre mesh exporter. The generated levels are just LUA scripts that calls into the game engine to set up the world and handle events.

             

            FMod integration and building a Demo with 5 complete levels is my next step. And getting rid of the crappy programmer art of course. That will be a tough one...

             

              Here is a level concept with good old pen & paper I wrote a couple of days ago:


            Here is the level starting to take shape in Blender. Last shot is a Blender render of the level.
            ......


            Here is the level in Ogre:
            ......



            AVI video (Microsoft encoded Im afraid):
            Video ~10Mb (mp42 codec)

            Older format:
            Video ~10Mb (mpg4 codec)



            A couple of other levels Ive been toying with:
            ...

             

            Pasted from <http://www.ogre3d.org/phpBB2/viewtopic.php?t=39835&view=next&sid=ce193664e1d3d7c4af509e6f4e2718c6>

             

            1. 開發(fā)步驟:

            網(wǎng)上有一些關于如何合作使用BlenderOgre的建議:

            The Blender-Ogre process

            So, it is decision time - how will I go about making levels Three level choices, as I see it :

            1) Build my own level editor, build an importer, generate the levels

            2) Use Blender to build the scene, export all the meshes, export the scene to dotscene format and bring it in that way, using the generic Ogre scene manager

            3) Use Blender to build the scene, export all the meshes, export the scene to dotscene format, then import it to octree and bring it in using the Ogre octree scene manager

            My understanding is that 3 has speed advantages. Dont really understand it all yet. More research needed. Probably NOT going to do 1, though - It’d be doable, particularly if I limited myself to rectangular, perpendicular rooms, but it’d be nice to be able to NOT limit myself that way.

            More reading, more research.

             

            Pasted from <http://israndomrandom.com/>

             

              4. 參考資料:

            加州大學河濱分校的課程:

            http://www.cs.ucr.edu/~macchiea/cs134/

            Note:這個教程很好,課程名叫做Videogame Creation and Design,學完這門課程,基本上可以用Blender配合Ogre及其他的開源庫做出一個游戲來


            posted on 2008-09-03 16:19 diceidea 閱讀(1543) 評論(0)  編輯 收藏 引用 所屬分類: Ogre

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