[FRIAM] Animation via Behavior: Killer Game Programming in Java
Stephen Guerin
stephen.guerin at redfish.com
Thu Oct 19 13:45:32 EDT 2006
Owen writes:
> BUT we're missing a "sweet spot" in the middle: a fairly
> realistic 3D environment that can do realtime modeling ..
> i.e. animation via behavior. We also want to have some
> notion of "physics" .. i.e.
> things bouncing off walls or agents colliding. (Blender thus
> far has not worked, but we're still poking.)
Blender game engine may still work..though we haven't really pushed it.
Also, as a fun sample just in time for Halloween, here's a nice little
semi-addictive game for Halloween where you get to knock some skulls. My
furthest so far was 55.3 meters. :-)
http://www.sporkle.com/games/monstergame/
Written in Director/Shockwave, it's web deployable, cross-platform (mac/win),
physics engine via Havok and can input bone-animated models from the major
animation tools.
-S
More information about the Friam
mailing list