Re: [Bf-committers] game engine without visual
Hi, thanks for answer, Sergej Reich already helped me to get this working :) Thanks all for help especialy to Sergej! Have a nice day, Zbyněk Dne 4.5.2012 10:13, Campbell Barton napsal(a): > Hi, you say it still renders, even though you made some changes (ifdef > or if(!G.background) some code) - obviously the calls are still > running, suggest you add a breakpoint on some drawing call - break on > `glBegin` once the BGE is running. > > Then repeat - you should be able to read the code which shouldn't be > running, add breakpoints - check why it runs, ifdef the code and > iterate on this. It shouldn't be especially difficult - though some > thought needs to go into exactly what parts of the code to skip. > > > On Thu, May 3, 2012 at 6:17 PM, P2sta wrote: >> Hey, >> >> Thanks for answer, I was trying to make the build but I didn't sucseed. >> Well I made the build as Campbell suggested, which was made without >> problems, but the game still renders when I start it. I guess i'm doing >> it wrong. >> >> What I need is to make the game (when I start it in blender (pressing P >> button)) to not show up, just run without visual part( I need only >> physics), so no rendering will be visible when the game is started in >> Blender. >> >> Sorry for being confusing, I'm not really good in explaining things. >> >> Zbyněk >> >> Dne 3.5.2012 10:05, Brecht Van Lommel napsal(a): >>> I don't know if I understand this correctly, but do you want to do >>> something like the "Record Animation" option in the Game menu? Where >>> when you run it the physics is recorded to animation curves. It still >>> showing the game then though, so you would need to disable that >>> somehow. The main entry point into the game engine from Blender is the >>> function "StartKetsjiShell". >>> >>> Campbell gave some hints about how to build Blender where it doesn't >>> open any windows, just running in the console. I'm not sure if that is >>> what was being requested? >>> >>> Anyway, you will need to dive into the code and ask more specific >>> questions. If it's too difficult to understand the code at the level >>> were you can be more specific, it will be very difficult to try to >>> implement the actual changes. >>> >>> Brecht. >>> >>> On Thu, May 3, 2012 at 8:33 AM, P2stawrote: Bump, guys is here anybody that can expline me a little more what Campbell adviced me? I'm sorry for being such a noob, but I really need this get done asap. Thanks in advance, Zbyněk Dne 24.4.2012 22:06, Campbell Barton napsal(a): > Another way would be to use G.background (or some BGE variable > initialized from G.background) and have the BGE check for background, > this has the advantage that you wouldn't need a custom build to take > advantage of the feature. > > > On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: >> Hello, >> >> I would like to know if it's possible to make the game run on the >> background (without any visual part). I mean when I hit start game >> button, I need only a physics to make collision detection, no rendering. >> >> Can anybody help me wtih that or at least give me some tips how to get >> this done? >> >> Thanks in advance, >> >> Zbyněk >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
Hi, you say it still renders, even though you made some changes (ifdef or if(!G.background) some code) - obviously the calls are still running, suggest you add a breakpoint on some drawing call - break on `glBegin` once the BGE is running. Then repeat - you should be able to read the code which shouldn't be running, add breakpoints - check why it runs, ifdef the code and iterate on this. It shouldn't be especially difficult - though some thought needs to go into exactly what parts of the code to skip. On Thu, May 3, 2012 at 6:17 PM, P2sta wrote: > Hey, > > Thanks for answer, I was trying to make the build but I didn't sucseed. > Well I made the build as Campbell suggested, which was made without > problems, but the game still renders when I start it. I guess i'm doing > it wrong. > > What I need is to make the game (when I start it in blender (pressing P > button)) to not show up, just run without visual part( I need only > physics), so no rendering will be visible when the game is started in > Blender. > > Sorry for being confusing, I'm not really good in explaining things. > > Zbyněk > > Dne 3.5.2012 10:05, Brecht Van Lommel napsal(a): >> I don't know if I understand this correctly, but do you want to do >> something like the "Record Animation" option in the Game menu? Where >> when you run it the physics is recorded to animation curves. It still >> showing the game then though, so you would need to disable that >> somehow. The main entry point into the game engine from Blender is the >> function "StartKetsjiShell". >> >> Campbell gave some hints about how to build Blender where it doesn't >> open any windows, just running in the console. I'm not sure if that is >> what was being requested? >> >> Anyway, you will need to dive into the code and ask more specific >> questions. If it's too difficult to understand the code at the level >> were you can be more specific, it will be very difficult to try to >> implement the actual changes. >> >> Brecht. >> >> On Thu, May 3, 2012 at 8:33 AM, P2sta wrote: >>> Bump, >>> >>> guys is here anybody that can expline me a little more what Campbell >>> adviced me? >>> I'm sorry for being such a noob, but I really need this get done asap. >>> >>> >>> Thanks in advance, >>> >>> Zbyněk >>> >>> Dne 24.4.2012 22:06, Campbell Barton napsal(a): Another way would be to use G.background (or some BGE variable initialized from G.background) and have the BGE check for background, this has the advantage that you wouldn't need a custom build to take advantage of the feature. On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: > Hello, > > I would like to know if it's possible to make the game run on the > background (without any visual part). I mean when I hit start game > button, I need only a physics to make collision detection, no rendering. > > Can anybody help me wtih that or at least give me some tips how to get > this done? > > Thanks in advance, > > Zbyněk > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
Hey, Thanks for answer, I was trying to make the build but I didn't sucseed. Well I made the build as Campbell suggested, which was made without problems, but the game still renders when I start it. I guess i'm doing it wrong. What I need is to make the game (when I start it in blender (pressing P button)) to not show up, just run without visual part( I need only physics), so no rendering will be visible when the game is started in Blender. Sorry for being confusing, I'm not really good in explaining things. Zbyněk Dne 3.5.2012 10:05, Brecht Van Lommel napsal(a): > I don't know if I understand this correctly, but do you want to do > something like the "Record Animation" option in the Game menu? Where > when you run it the physics is recorded to animation curves. It still > showing the game then though, so you would need to disable that > somehow. The main entry point into the game engine from Blender is the > function "StartKetsjiShell". > > Campbell gave some hints about how to build Blender where it doesn't > open any windows, just running in the console. I'm not sure if that is > what was being requested? > > Anyway, you will need to dive into the code and ask more specific > questions. If it's too difficult to understand the code at the level > were you can be more specific, it will be very difficult to try to > implement the actual changes. > > Brecht. > > On Thu, May 3, 2012 at 8:33 AM, P2sta wrote: >> Bump, >> >> guys is here anybody that can expline me a little more what Campbell >> adviced me? >> I'm sorry for being such a noob, but I really need this get done asap. >> >> >> Thanks in advance, >> >> Zbyněk >> >> Dne 24.4.2012 22:06, Campbell Barton napsal(a): >>> Another way would be to use G.background (or some BGE variable >>> initialized from G.background) and have the BGE check for background, >>> this has the advantage that you wouldn't need a custom build to take >>> advantage of the feature. >>> >>> >>> On Wed, Apr 25, 2012 at 4:26 AM, P2stawrote: Hello, I would like to know if it's possible to make the game run on the background (without any visual part). I mean when I hit start game button, I need only a physics to make collision detection, no rendering. Can anybody help me wtih that or at least give me some tips how to get this done? Thanks in advance, Zbyněk ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers >>> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
I don't know if I understand this correctly, but do you want to do something like the "Record Animation" option in the Game menu? Where when you run it the physics is recorded to animation curves. It still showing the game then though, so you would need to disable that somehow. The main entry point into the game engine from Blender is the function "StartKetsjiShell". Campbell gave some hints about how to build Blender where it doesn't open any windows, just running in the console. I'm not sure if that is what was being requested? Anyway, you will need to dive into the code and ask more specific questions. If it's too difficult to understand the code at the level were you can be more specific, it will be very difficult to try to implement the actual changes. Brecht. On Thu, May 3, 2012 at 8:33 AM, P2sta wrote: > Bump, > > guys is here anybody that can expline me a little more what Campbell > adviced me? > I'm sorry for being such a noob, but I really need this get done asap. > > > Thanks in advance, > > Zbyněk > > Dne 24.4.2012 22:06, Campbell Barton napsal(a): >> Another way would be to use G.background (or some BGE variable >> initialized from G.background) and have the BGE check for background, >> this has the advantage that you wouldn't need a custom build to take >> advantage of the feature. >> >> >> On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: >>> Hello, >>> >>> I would like to know if it's possible to make the game run on the >>> background (without any visual part). I mean when I hit start game >>> button, I need only a physics to make collision detection, no rendering. >>> >>> Can anybody help me wtih that or at least give me some tips how to get >>> this done? >>> >>> Thanks in advance, >>> >>> Zbyněk >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
Bump, guys is here anybody that can expline me a little more what Campbell adviced me? I'm sorry for being such a noob, but I really need this get done asap. Thanks in advance, Zbyněk Dne 24.4.2012 22:06, Campbell Barton napsal(a): > Another way would be to use G.background (or some BGE variable > initialized from G.background) and have the BGE check for background, > this has the advantage that you wouldn't need a custom build to take > advantage of the feature. > > > On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: >> Hello, >> >> I would like to know if it's possible to make the game run on the >> background (without any visual part). I mean when I hit start game >> button, I need only a physics to make collision detection, no rendering. >> >> Can anybody help me wtih that or at least give me some tips how to get >> this done? >> >> Thanks in advance, >> >> Zbyněk >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
On Thu, Apr 26, 2012 at 6:26 PM, Martin Poirier wrote: > Assuming you'd want to run blender as the game server, which is very unlikely > I would think. > > Martin > > I can't say much about that because I use Panda3d as my game engine but I do us it in just that way. Assuming Blender wants to be like Panda 3d then it will be needed by someone. I could easily see someone wanting to do a small networked game with Blender. Why not?? -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
Assuming you'd want to run blender as the game server, which is very unlikely I would think. Martin > > From: Knapp >To: bf-blender developers >Sent: Wednesday, April 25, 2012 3:21:51 PM >Subject: Re: [Bf-committers] game engine without visual > >anyone making a game server will really need this function! > >On Wed, Apr 25, 2012 at 12:07 PM, P2sta wrote: >> Thanks for answer, >> >> uhm, can you please expline me the second possibility you wrote a bit >> more. I'm not really sure I do understand what to do. >> >> Thanks, >> >> Zbyněk >> >> Dne 24.4.2012 22:06, Campbell Barton napsal(a): >>> Hi. there are a few ways you could that this, >>> >>> we have headless build option for ghost. - in cmake its WITH_HEADLESS, >>> this builds a blender which does not link with X11 (or do any >>> windowing). >>> >>> You could look at enabling this build flag and then adding ifdef's in >>> the BGE to comment out drawing code. >>> >>> >>> Another way would be to use G.background (or some BGE variable >>> initialized from G.background) and have the BGE check for background, >>> this has the advantage that you wouldn't need a custom build to take >>> advantage of the feature. >>> >>> >>> On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: >>>> Hello, >>>> >>>> I would like to know if it's possible to make the game run on the >>>> background (without any visual part). I mean when I hit start game >>>> button, I need only a physics to make collision detection, no rendering. >>>> >>>> Can anybody help me wtih that or at least give me some tips how to get >>>> this done? >>>> >>>> Thanks in advance, >>>> >>>> Zbyněk >>>> ___ >>>> Bf-committers mailing list >>>> Bf-committers@blender.org >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > > >-- >Douglas E Knapp > >Creative Commons Film Group, Helping people make open source movies >with open source software! >http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > >Massage in Gelsenkirchen-Buer: >http://douglas.bespin.org/tcm/ztab1.htm >Please link to me and trade links with me! > >Open Source Sci-Fi mmoRPG Game project. >http://sf-journey-creations.wikispot.org/Front_Page >http://code.google.com/p/perspectiveproject/ >___ >Bf-committers mailing list >Bf-committers@blender.org >http://lists.blender.org/mailman/listinfo/bf-committers > > > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
anyone making a game server will really need this function! On Wed, Apr 25, 2012 at 12:07 PM, P2sta wrote: > Thanks for answer, > > uhm, can you please expline me the second possibility you wrote a bit > more. I'm not really sure I do understand what to do. > > Thanks, > > Zbyněk > > Dne 24.4.2012 22:06, Campbell Barton napsal(a): >> Hi. there are a few ways you could that this, >> >> we have headless build option for ghost. - in cmake its WITH_HEADLESS, >> this builds a blender which does not link with X11 (or do any >> windowing). >> >> You could look at enabling this build flag and then adding ifdef's in >> the BGE to comment out drawing code. >> >> >> Another way would be to use G.background (or some BGE variable >> initialized from G.background) and have the BGE check for background, >> this has the advantage that you wouldn't need a custom build to take >> advantage of the feature. >> >> >> On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: >>> Hello, >>> >>> I would like to know if it's possible to make the game run on the >>> background (without any visual part). I mean when I hit start game >>> button, I need only a physics to make collision detection, no rendering. >>> >>> Can anybody help me wtih that or at least give me some tips how to get >>> this done? >>> >>> Thanks in advance, >>> >>> Zbyněk >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
Thanks for answer, uhm, can you please expline me the second possibility you wrote a bit more. I'm not really sure I do understand what to do. Thanks, Zbyněk Dne 24.4.2012 22:06, Campbell Barton napsal(a): > Hi. there are a few ways you could that this, > > we have headless build option for ghost. - in cmake its WITH_HEADLESS, > this builds a blender which does not link with X11 (or do any > windowing). > > You could look at enabling this build flag and then adding ifdef's in > the BGE to comment out drawing code. > > > Another way would be to use G.background (or some BGE variable > initialized from G.background) and have the BGE check for background, > this has the advantage that you wouldn't need a custom build to take > advantage of the feature. > > > On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: >> Hello, >> >> I would like to know if it's possible to make the game run on the >> background (without any visual part). I mean when I hit start game >> button, I need only a physics to make collision detection, no rendering. >> >> Can anybody help me wtih that or at least give me some tips how to get >> this done? >> >> Thanks in advance, >> >> Zbyněk >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] game engine without visual
Hi. there are a few ways you could that this, we have headless build option for ghost. - in cmake its WITH_HEADLESS, this builds a blender which does not link with X11 (or do any windowing). You could look at enabling this build flag and then adding ifdef's in the BGE to comment out drawing code. Another way would be to use G.background (or some BGE variable initialized from G.background) and have the BGE check for background, this has the advantage that you wouldn't need a custom build to take advantage of the feature. On Wed, Apr 25, 2012 at 4:26 AM, P2sta wrote: > Hello, > > I would like to know if it's possible to make the game run on the > background (without any visual part). I mean when I hit start game > button, I need only a physics to make collision detection, no rendering. > > Can anybody help me wtih that or at least give me some tips how to get > this done? > > Thanks in advance, > > Zbyněk > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] game engine without visual
Hello, I would like to know if it's possible to make the game run on the background (without any visual part). I mean when I hit start game button, I need only a physics to make collision detection, no rendering. Can anybody help me wtih that or at least give me some tips how to get this done? Thanks in advance, Zbyněk ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers