Ogre鍜?/span>Blender閮芥槸寮婧愯蔣浠朵腑鐨勪郊浣艱咃紝鍓嶈呮彁渚涗簡(jiǎn)浣滀負(fù)涓涓?/span>real time renderer鐨勫悇縐嶈绱狅紝鍚庤呬綔涓?/span>offline鐨?/span>animation renderer鍜?/span>model宸ュ叿, 鏍規(guī)嵁Ogre瀹樼綉涓婄殑璧勬枡鍙?qiáng)涓浜涘紑婧愮埍濂借呯殑寤鴻錛屽彲浠ヤ綔涓?/span>level editor鏉ヤ笌澶栭儴鐨?/span>renderer鎴栬呮槸娓告垙寮曟搸鍚堜綔銆傛湁浜?jiǎn)杩欎袱涓己澶х殑宸ュ咗P紝鍏朵粬璇稿澹伴煶鐗╃悊絳夌瓑妯″潡鍙互渚濊禆浜庡叾浠栫殑寮婧愬伐鍏峰緢鏂逛究鐨勮В鍐籌紝榪欎篃涓烘垜浠憟鐜頒簡(jiǎn)涓縐嶄綆鎴愭湰鐨勬父鎴忓紑鍙戣В鍐蟲(chóng)柟妗堛?/span>
涓嬮潰鏄竴涓嬌鐢ㄨ繖浜涙販鍚堢墿鏉ュ紑鍙戠殑娓告垙錛?/span>Mulver錛夛紝璐ㄩ噺鑰冪┒錛?/span>
浠ヤ笅鏂囧瓧鍜屽浘鐗囨憳鑷細(xì)http://www.ogre3d.org/phpBB2/viewtopic.php?t=29907&postdays=0&postorder=asc&start=0錛岀増鏉冨睘浜庡師浣滆?br>
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.
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Here is the level in Ogre:
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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:
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Pasted from <http://www.ogre3d.org/phpBB2/viewtopic.php?t=39835&view=next&sid=ce193664e1d3d7c4af509e6f4e2718c6>
緗戜笂鏈変竴浜涘叧浜庡浣曞悎浣滀嬌鐢?/span>Blender鍜?/span>Ogre鐨勫緩璁細(xì)
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. Don’t 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. 鍙傝冭祫鏂欙細(xì)
鍔犲窞澶у娌蟲(chóng)花鍒嗘牎鐨勮紼嬶細(xì)
http://www.cs.ucr.edu/~macchiea/cs134/
Note錛氳繖涓暀紼嬪緢濂斤紝璇劇▼鍚嶅彨鍋歏ideogame Creation and Design錛屽瀹岃繖闂ㄨ紼嬶紝鍩烘湰涓婂彲浠ョ敤Blender閰嶅悎Ogre鍙?qiáng)鍏朵粬鐨勫紑婧愬簱鍋氬嚭涓涓父鎴忔潵