> but also asked to be "discreet" in order to help the book to sell a bit :),
That's why I first thought on a PDF. And then we got the full book ! I
was actually surprised too.
Actually I can't even find GameKit2nd edition in the E-Shop. Is is sold out?
http://www.blender3d.org/e-shop/default_book
Hello,
--- On Sun, 1/10/10, Carsten Wartmann wrote:
> > - Blender Gamekit 2nd edition: pages 281 to 292 (Ton,
> Carsteen: could
> > we have those pages shared as a pdf?)
> http://download.blender.org/documentation/gamekit2/GK2_Source.zip
>
> BTW: With txt2tags (http://txt2tags.sourceforge.net/
txt2tags is awesome, used it a while back for generating docs but for
the BGE docs I'd like to either stick to epy for a while (since its no
effort)...
and switch to Sphinx when there is time.
http://www.blender.org/documentation/250PythonDoc/bpy.types.GameObjectSettings.html#bpy.types.GameObjectSe
You can avoid the work by adding a GLOB * wildcard for header files,
but explicitly specifying every individual file seems recommended indeed.
Once you have the cmake project up and running, you usually only add a few
.cpp or .h files at a time,
so the incremental effort usually isn't much.
This
Yeek. That's horrible. I wonder how hard would it be to write some
utility code for the cmakefiles that scans for #include statements.
This sort of thing is exactly why I stick with scons, despite it's
horrific speed problems. :-/ I'm even tempted to rewrite our scons
files to use waf instead s
Hi,
arkan...@gmail.com (2010-01-10 at 1629.22 +0100):
> -I have noticed is that normal and z buffers are anti-aliased. Doesn´t
> this produce incorrect results at object edges?
Are you using the full sample option? If yes, I would say the node
needs a change to work with that and allow AA filterin
Dalai Felinto schrieb:
> Hello everybody.
> - Blender Gamekit 2nd edition: pages 281 to 292 (Ton, Carsteen: could
> we have those pages shared as a pdf?)
How about the t2t source and HTML? I am not sure that the PDF will be
helpfull.
http://download.blender.org/documentation/gamekit2/GK2_Source.
I'll have a look at documenting the old PhysicsConstraints module.
As a side note, my current efforts for better rigid body constraints
support, including upcoming blending between ragdolls and skeletal animation
(armatures) are into the related open source GameKit effort. It can play
Blender.blen
Hello everybody.
Blender Game Engine still lacks important documentation. Two modules
are completely undocumented in the API - VideoTexture and
PhysicsConstraints. I would like to see if anyone would like to
volunteer to help documenting them. I started the work, listing all
the functions and putt
Hi all, here are the minutes from todays meeting
LetterRip
Meeting Minutes January 10, 2010
=Current Projects=
==Anti-Aliasing==
The AA patch can't be enabled till a workaround is found for keeping
it from interfering with lasso and border select
==Fire Simulation==
lukas
Kier,
> However, the patch at the URL above is gone. I have long since lost the
> computer that had that patch, expecting that it would live on in the
> tracker. Is it still around somewhere?
ask jesterKing I think he has copies of everything for the migration
to a new tracker,
LetterRip
___
Ages ago I made a patch that would let you render OpenEXR files where each
pixel was the x,y,z world coordinate the part of the scene that that ray
hits. It was at
http://projects.blender.org/tracker/index.php?func=detail&aid=7426&group_id=9&atid=127
At the time Ton was unconvinced that my approa
Problem solved, never mind. But I have two new questions:
-I think that replacing the Z layer with a view space position layer
would be useful. You still have the depth information in the B channel
of the layer, but you have complete position data in RGB. Many
post-process effects could benefit fr
Actually, I found some.
One is Camus method (
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.28.1973&rep=rep1&type=pdf)
which might be the best one using correlation method. And Liu at el.
method (
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.75.9938&rep=rep1&type=pdf)
which m
Hi,
This look interesting, I would definitely like to see it in blender. I wouldn't
mind doing some work on it. If you find a good resource for an algorithm and
need some help, let me know. I'd have to brush up on my vector calculus but I'm
ready for a challenge.
Regards,
James
On 10 Jan 201
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