Graphics Reference
In-Depth Information
Chapter 14
Creating Assets for the Blender Game
Engine
One of Blender's most distinctive features as a 3D tool is its built-in game engine for the creation of interactive
content. In addition to games, the Blender Game Engine (BGE) can be used to create architectural walk-
throughs, interactive data visualizations, educational tools, and a wide variety of other types of content. This
chapter gives a complete overview of the BGE's core functionality.
In this chapter, you will learn to
• Model, rig, and texture a 3D character for use in the Blender Game Engine
• Create a simple game environment of a maze and skybox by using texture baking
• Place objects in the game environment, and set options for materials and lighting in the game engine
Creating Content for the Game Engine
The Blender Game Engine has long been a distinctive feature of Blender among 3D content-creation applica-
tions. The BGE enables quick and simple creation of highly interactive 3D environments coupled with a state-
of-the-art built-in physicsengine intheBullet physicslibrary.Withtherecent release ofYo,Frankie! (theresult
of the Blender Foundation's Apricot project to create an open game prototype), the BGE has garnered more at-
tention than ever before.
The biggest strength of the BGE is its ease of use and the relative speed with which creators can create their
work.TheBGElackssomeofthefunctionality ofhigh-poweredprofessional game-creation tools(althoughthe
Apricot project did much to narrow the gap), but it excels in creating fast, high-quality prototypes, visualiza-
tions, and walk-throughs. Unless you are creating a high-budget commercial video game, the BGE likely will
enable you to do whatever you want. In fact, Google Summer of Code 2012 includes a Blender branch code-
named Swiss Cheese, which will enable support for Open GL Mobile, allowing the development of Android
games in the BGE.
In the next few chapters, you will learn the basics of using the game engine and some things that aren't so
basic. One thing that this chapter doesn't discuss in depth is how to fully exploit the Bullet physics engine to
make the most of the extraordinary real-time rigid body simulation possibilities in the BGE. Physics simulation
is covered in detail in Part II of this topic.
Even if you've never touched the game engine in your life, this chapter will get you up to speed and teach
you how to create the assets you will be working with. In Chapter 15, “Making Things Happen in the Game
Engine,” you will set up the interactive logic that will enable the user to participate in the game experience.
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