Graphics Reference
In-Depth Information
betsonwhenitwillbefullycompleted.Inthemeantime,Bulletfunctionalitymustbeaccessedinthewayithas
traditionally been in Blender, through the Blender Game Engine (BGE). Rest assured, however, that once you
understandthewayBulletsettings,collisionboundaries,andrigidbodyconstraintswork,youwillhaveaneasy
time adapting to the integrated interface when it becomes available.
Getting Started with the Blender Game Engine
For the sake of broad accessibility, I'm going to assume that you've never touched BGE. For a lot of animators
and illustrators, the little Joystick icon in the corner ofthe Properties window area is ignored and slightly intim-
idating, and pressing P by accident can yield a nasty surprise. If that sounds like you, then it's time to change
that. If you do have experience with BGE, you might want to skim this section. On the other hand, if you want
to get more in depth about using the BGE to create actual games, you should study Part V of this topic, which
deals exclusively with the BGE. The goal here is to get comfortable enough with BGE to make full use of its
physics simulation functionality.
To get started, fire up a session of Blender. In the top view (NUM7), do the following:
1. Add a plane and scale up as shown in Figure 8-2 .
2. Translate the plane downward along the z-axis, as shown in Figure 8-3 .
 
 
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