Re: [Bf-committers] game engine without visual

2012-05-04 Thread P2sta
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
>> ___
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 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
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>>> http://lists.blender.org/mailman/listinfo/bf-committers
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>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>
>
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Re: [Bf-committers] game engine without visual

2012-05-04 Thread Campbell Barton
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



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Re: [Bf-committers] game engine without visual

2012-05-03 Thread P2sta
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
> ___
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Re: [Bf-committers] game engine without visual

2012-05-03 Thread Brecht Van Lommel
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
>>
>>
> ___
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Re: [Bf-committers] game engine without visual

2012-05-02 Thread P2sta
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
>
>
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Re: [Bf-committers] game engine without visual

2012-04-27 Thread Knapp
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??

-- 
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Creative Commons Film Group, Helping people make open source movies
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Re: [Bf-committers] game engine without visual

2012-04-26 Thread Martin Poirier
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
>>>
>>>
>> ___
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>> 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/
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Re: [Bf-committers] game engine without visual

2012-04-25 Thread Knapp
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
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-- 
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/
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Re: [Bf-committers] game engine without visual

2012-04-25 Thread P2sta
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
>
>
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Re: [Bf-committers] game engine without visual

2012-04-24 Thread Campbell Barton
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



-- 
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[Bf-committers] game engine without visual

2012-04-24 Thread P2sta
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
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