Multi-language support in Blender

Dalai Felinto had been working on teaching the old Blender Game Engine some new tricks.

With this patch, the Game Engine can use the native  Blender ‘text’ object type in the game, this means you can reuse the same text object inside the Game Engine, without having to fiddle with custom bitmap textures.  Further more, the text engine is now thoroughly Unicode aware, with the right font, you can make Blender talk in any language you want(as shown above).

Oh and in case you are wondering how get that Sony CrossMedia Bar effect in Blender, click here.

Blender Game Engine Resource Kit

Hi all, I am putting together a collection of sample files for the 2.55 game engine that intend to serve as learning material for people who is new to the Game Engine (and for all the 2.49 people who are afraid of touching the new 2.5 interface). One of the main problem with the BGE seems to be the lack of good quality ‘components’ for people to reuse, and beginner’s tutorials are rarely advanced enough to get people through a real big production. This is my way of trying to change that…

My aim is to prepare at least 12 files before Christmas.  If this is not enough, you can always, oh I don’t know, get a book on the topic or something. :)

Merry Early Christmas!

A new animation project – teaser

Just a little something I started working on.  This short animation will be mostly eye-candy without much of a storyline, although I am trying to get some sfx shots in there. (explosions and fire,  etc)

The above image is displayed using GLSL view + the new ‘Only Render’ view option in Blender 2.5.  A really nice way to visual the bird animations without all the excessive lines and wireframes.

Sequence editor showing the 720p rendered clip.  Due to time-limitation, I have decided to render this movie in 1K resolution only.  2K is just too demanding on the artist and the computer…

24GB of RAM

My lucky day!  Naturally I tried to do some heavy-weight visual effects on this awesome machine.  Sadly, Blender’s fluid engine is not really reliable at this setting, the OpenMP version failed time after time (using a x64 verion on Win7), and the single-threaded version simply takes an hour to return a single frame.  Since I only had access to this computer for a day, nothing was made in the end.

The Blender SFX engine (Fluid, Smoke, Softbody) is still lagging the industry by quite a bit in terms of speed and functionality, especially considering all the recent research into GPU-powered physics calculation.  It would be interesting to see how Project Mango (which is the Blender Institute’s next production, allegedly SFX-heavy) addresses these problems.

The Links Collection

Been busy, so here is a few links of things going on around me

Talk: Me and Dalai Felinto at the 2010 Blender Conference in Amsterdam talking about Cosmic Sensation Project [Youtube] [Preceedings]

Talk: Me and Monica Zoppe at the 2010 Blender Conference in Amsterdam talking about BioBlender [Part 1] [Part 2]

Visualizing Proteins: BioBlender’s official website which I helped design and launch [BioBlender]

Saving Fishes: A program that I am involved with that is going to ensure there is still sushi for everyone in 10 years [Nereus Program]

Mastering Blender Game Engine – My work-in-progress Blender 2.5 book to be released in 2011 [Amazon]

And lastly,

Dropbox: Everyone needs a DropBox account to sync their files.  It’s the best way to keep your data safe and available from everywhere. [Referral]