[WML-Source: RealTimeButtons.wml][TOC][Part00]

[chapter]

[section]Realtime Buttons

The RealtimeButtons are meant for making interactive 3D-animations in Blender. Blender acts then as a complete developement tool for interactive worlds including a gameEngine to play the worlds. All is done without compiling the game or interactive world. Just press PKEY and it runs in realtime.

This manual does not cover the realtime part of Blender, because it is a complex process which needs the full attention of a seperate book. Hoever we like to give you a overview what can be done how with Blender. Visit our website www.blender.nl to see the latest developements of the gameEngine and find tutorials giving you a start in interactive 3D-graphics.

  [images/RealTimeButtons_left.tga]

The RealtimeButtons can be logical seperated in to parts. The left part contains global settings for elements of the game.
If I talk about games here I use it for all kind of interactive 3D-content, Blender is not limited to games
This includes settings for general physics, like the damping or mass. Here you also define if an object should be calculated with the build in physic or should be handeled static or forming a level.

Here you can also define properties of game objects, these properties can carry values which describe attributes of the object like variables in a programming language.

  [images/RealTimeButtons_right.tga]

The right part of the RealtimeButtons is the comand center to add game logic to your objects and worlds. It consists of the sensors, controlers and actuators.

Sensors are like the senses of a lifeform, the react on keypresses, collisions, contact with materials, timer events or values of properties.

The controlers are collecting events from the sensors and are able to calculate them to a result. Simple actuators are just doing a AND for example to test if a key is pressed and a certain time is over. There are also OR actuators and you also can use python-scripting to do more complex stuff.

The actuator are then actually do things on the objects. This can be applying forces to objects to move or rotate them, playing predefined animations (via IPOs) or adding new objects.

The logic is connected (wired) with the mouse amongst the sensors, controlers and actuators. After that you are immediately able to play the game! If you discover something in the game you donīt like, just stop, edit and restart. This way you get fantastic turnaround times in your developement.


-cw- Last modified: Wed Oct 18 17:18:30 CEST 2000