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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Showing Tag: " bge" (Show all posts)

Water caustics in BGE

Posted by Marius Oberholster on Friday, June 13, 2014, In : Quick Blog Tutorial 
Hey all!

Yey for another BGE tutorial, I would say, haha.

Today, like the title says, we're talking about caustics in BGE. As you all know, there are some incredible projects for this, and one that particularly stands out, but these, at least for me, has never been an option without scripting, so, I needed to find another way and this is it:

(Focus on the back wall and on the floor)

Doing this is incredibly easy. In the same way that you would add an animated texture to a plane for water, you add...

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Volumetrics in BGE

Posted by Marius Oberholster on Monday, May 12, 2014, In : Quick Blog Tutorial 
Hey all!

Yesterday, I went looking for a post I thought I had done on volumetrics in the game engine and I was shocked to see that it is nowhere to be found! Nowhere!!! I did find that I had included the volumetrics example in a different post, which you can check out here.

So, today's QBT is on, you guessed it, volumetrics in BGE! :D

Okay, so just for example's sake, go check out the post linked to above -- it'll open in a new tab or window, so you won't need to click back and reload. Also, thi...
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Lamps in BGE

Posted by Marius Oberholster on Tuesday, January 28, 2014, In : Quick Blog Tutorial 
Hey all!

Today we talk about lamps in BGE. Now, for all intensive purposes, this does cover some functions of lamps, but this is about what you can accomplish with lamps in BGE.

Now, you will find that I've already done a post on making sure that you don't lose your shadow in game and this you can find here.

In games, you see the following on lamps:
 - Point Lamp, no shadow projection


 - Sun Lamp, limited shadow projection

 - Spot Lamp, shadow projection and no volume yet (hopefully the improvement...
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Mouse control

Posted by Marius Oberholster on Monday, January 13, 2014, In : Quick Blog Tutorial 
Good day there everyone!

Today I'm coming at you with another QBT! Still on BGE; that page is really growing! JESUS is so good to us with all this free content! Just amazing!

We are covering, mouse control!

This is a bit of an off-topic of what I thought I was going to do, but this is also quite crucial to some games, so this may just surprise you.
   When using the mouse for control, we can do pretty much anything with it with logic bricks, except use it as a looking point. In other words, there...
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New tutorial

Posted by Marius Oberholster on Wednesday, January 8, 2014, In : Tutorials 
Hey all!

A special day indeed. A new game engine tutorial:

Particles

As you know, I did a QBT version of this earlier this week, but this is much more in depth than that one. I replaced that one with this tutorial on the game engine page. The scene is of course not included, because this tutorial is about a method, not modeling, or texturing or whatever.

This short 10 page tutorial, cover to cover, is here to tell you how to figure out how to add particles for your particular situation.

I just kno...
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Quick notice and a big something

Posted by Marius Oberholster on Thursday, November 28, 2013, In : Tutorials 
Good day all!

I haven't been able to make many posts these past week and there are various reasons for it; from weather to connection upgrades. You name it, haha. Currently, I am very very thankful to be able to let you know that there is another BGE (Blender Game Engine) tutorial up! This one, on the toon shading from a few weeks ago.

I was given this name for it: Toon Style Made Simple
Sounds like it has to do with dressing cartoon characters, but I think it's very clever. This is the cover:

Ob...
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Continuation: The toons

Posted by Marius Oberholster on Thursday, November 21, 2013, In : Quick Blog Tutorial 
Hey all!!

Today is a bit of a follow-up / QBT post based on yesterday's with the tooned monkeys. After yesterday's post, I worked on doing a final monkey (no textures, so the lines are limited) and this was the result:


(there are three lights in the scene, the monkey isn't crazy, haha)

I like the result a lot! I do rather which that around his ears the lines were more prominent and that anti-aliasing actually responded on my PC (I think it's something set on my graphics card that is preventing i...

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BGE - My actions went MIA

Posted by Marius Oberholster on Tuesday, November 5, 2013, In : Quick Blog Tutorial 
Hey everyone!

New week with a new QBT (Quick Blog Tutorial)! Yes, I know it's Tuesday, but a post a day is a bit intense, haha.

Anyhow, coming at ya with another QBT on BGE (Blender Game Engine) and today we're talking about Actions, yes.

Actions is a way we can use preset or predone animations sequences in games. A character doesn't crouch for a crouch modifier, no, it has to be animated so you can stick that animation to the sensor (like a key press or an event of some sort). But, in the newer...
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BGE - Overlay scene

Posted by Marius Oberholster on Friday, November 1, 2013, In : Quick Blog Tutorial 
Hey all!

Coming at ya with another QBT relating to the Blender Game Engine. This time, we're discussing a scriptless solution to the information mismatch we get when we have more than one scene on-screen. So here is something you may have tried and found out it didn't work (please let me know if this is a bug we can report).

In order to use a text object to display information, you use the property actuator to copy an attribute to the, writing space, if you will, of the text object, but, while ...
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Game Engine - Animated textures

Posted by Marius Oberholster on Tuesday, October 22, 2013, In : Quick Blog Tutorial 
Hey all!

This is just so much fun! I was so surprised to find this out and I am super jazzed to share this QBT with you today!

These passed few weeks I've been blessed to be able to learn more about Blender's game engine or the BGE (Blender Game Engine) and on thing in particular that fascinated me. Also fairly puzzling, but cool nonetheless; animated textures. Basically it enables you to have constant movement throughout your games for things like water, grass, lava, etc. and even beyond that,...
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