Blender for making Games?

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45 comments, last by wfrye2005 9 years, 10 months ago

No need for war, its just opinion and I dont hate them for it! :P

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Blender is getting ready to win me fully over with this 2.7 update. It is so fast and snappy. I also like the direction they are going. Right now they are working on the UI and soon they will be working on the game engine (overhaul I hope). If they do well with that, I might even use Blender for game making, as you have all of your particle systems and everything right there. And we all know how extensible Blender is.

They call me the Tutorial Doctor.

The BEPUIK build of Blender is not updated for version 2.7

https://github.com/Squashwell/bepuik/releases

They call me the Tutorial Doctor.

Blender is perfectly fine for any hobbyist who wants to use the game engine of Blender. A few Indy pros have published games made from Blender.

The tools of Blender for creating art assets of your game (based on another game engine, SDK, or IDE), are good.

The GUI still needs work in having better descriptive labels and it has some features which are too challenging to locate..

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

Blender is perfectly fine for any hobbyist who wants to use the game engine of Blender. A few Indy pros have published games made from Blender.

The tools of Blender for creating art assets of your game (based on another game engine, SDK, or IDE), are good.

The GUI still needs work in having better descriptive labels and it has some features which are too challenging to locate..

Indie.

Indy is a race series. :)

Sorry, newest their/there/they're pet peeve.

As to the GUI comment, the latest changes in the UX have made a big difference, at least showing they are going in the right direction. They need to do a re-org of the icons as well ( for Scene,Properties, Texture, World, etc ). I actually would like to move away from Icons completely, I like vertical tabs with actual words personally. This does present some huge internationalization headaches though.

Serapth,

That's what I get for typing at 1,000 miles per hour. I do miss some things.

On general capability, Blender is world class. I liked you comments on the GUI. (your comments: their I go agin - LOL)

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

I haven't done any serious work in Blender since 2.49b ("I've been busy" and other assorted excuses), but I just installed 2.70a after reading this topic, as you've all reminded me how much I miss this kind of thing (context info: got degree in architecture, no jobs, became software engineer instead).

My initial assessment of the interface changes are "well ****, now I have to learn it again from scratch" and "it's hard to read," the latter being the only remotely serious one. Not a big fan of black on grey, and the various section headers just don't stand out enough. Font size is a little too small on my 2560x1440 monitor as well. Upon closer inspection, this all appears to be highly customizable, but I still think they could use a better default theme.

That said, my favorite feature in Blender remains unchanged: it isn't part of the Autodesk pseudo-monopoly, and thus I don't have to sell my car (or my soul) for a copy.

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