For a while now we have been close to being able to release a playable demo and I’ve been itching to get something online that shows the gameplay coming together since its really fun to play Franky here in the studio and videos don’t cut it anymore for an open, interactive project.

Chris made a small test level for playing Franky, with a range of asset that can be used as modules for making your own levels too!
Pablo (VenomGFX) is working on animations and characters and I have been learning blenders game logic to get Franky to a playable state as well as a few bugfixes and logic brick additions.

Download the OGG Video (13meg)
Download packed Blendfile (57meg, Incompatible with 2.46, see below)

Special thanks to Brecht for his amazing GLSL shader work and Benoit Bolsee for writing a new game logic state machine. Thanks also to Mataii for optimizing Franky’s mesh and removing ~1700 triangles .

The response from the last post was overwhelming, We wanted to include peoples wacky animations but I’m afraid this would have set us back yet another day so we will have them included by the next update.
If anyones interested in making their own levels, this is not so hard, just edit the existing terrain, or add a “ground” property to any mesh and use the existing blocks to jump on.

Playing the Game
For this test level you collect and throw nuts, climb up the ledge, glide and run around.
This demo requires a modern graphics card (for Nvidia, 6+ Series for GLSL to work), Blender Apricot-Branch revision 15389 or higher - grab one from www.graphicall.org

Keys

  • Up, Shift+Up to walk, Pressing Up while hanging climbs.
  • Left/Right - Turn or Shimmy when hanging.
  • Spacebar - Throw when you have collected a nut.
  • K - Kick (no kick objects in example level yet)
  • Z - Jump, Press twice to double-jump, hold to glide.
  • F10 - Reset

What We Have

  • Actions - Jump, DoubleJump, Run, Walk, Hang, Shimmy, Throw, Glide
  • Collecting items.
  • Armature driven ShapeKeys in the Game Engine (Thanks to Benoit)
  • Blenders Shaders in the GameEngine.
  • Game locic state machine to separate groups of logic into states (more on this later).
  • Linked Set Scenes from external files to manage game logic in one place.
  • Simple Camera system that detects obstacles.

Whats Missing

  • Loop the loop, Climbing tree’s
  • Enemies
  • Water
  • Interactive objects to jump on
  • Group Instances dont work in the game engine yet
  • HUD Has to be merged with the new state machine logic
  • Blenders Bullet physics library needs updating to get anisotropic friction with the ground to work right. Now were working around the problem but side effects are you can run through walls.
  • Optimizations, Level of Detail
  • Wont run the the Blender Player yet because its missing Blender.Mathutils module
  • Sounds haven’t been added into the game logic
  • Testing on different graphics cards and hardware.

Notes

  • the franky in this demo has rotated wrists, please use THIS rig for animations.
  • Their are reports of the game engine crashing with ATI cards, we need to look into this.
  • As of revision 15426 improvements made by Benoit break jumping. Next test demo will have modified gamelogic to support this.



195 Responses to “First Playable Demo!”
  1. Awesome work guys

  2. Wooww congratulations for all development team!!!!! \o/

  3. squareline says:

    Awesome work!
    I try on linux with 15389 apricont branch and after press p immeditaelly crash.
    in console:
    ASSERT intern/moto/include/MT_Vector3.inl:19: !MT_fuzzyZero(s) failed.
    Trace/breakpoint trap

    os: ubuntu 8.04, nvidia 7600gt

  4. Jacob Ladder says:

    this is great.

    But, is it game run in the video card of 128 mb?

  5. I’m very pleased that the Blender Game Engine (and thus the Blender 3D view) is being improved.

    But can you clarify the situation concerning Crystal Space ?

    Don’t you think doubling your effort to duplicate the gameplay in the BGE and in crystal space is time consuming ?

    In the end, I think what really matters for the release is one good game (graphics, gameplay, story, time…)

  6. Nice, should have made a shooter though ;)

  7. squareline says:

    FOR LINUX USERS!
    compiled a new apricont build 15399 and the demo works.
    download here:
    http://graphicall.org/builds/builds/showbuild.php?action=show&id=689

  8. Error

    No (correct) camera

    :(

  9. I’m getting the same error as squareline running Vista and an NVidia GeForce 8800 GT.

  10. oh. sorry. Didn’t get that I have to use a special blender version

  11. Yay! Works! :)

    Disable shaders if your gfx card sucks like mine does :)

  12. Kota Weaver says:

    Wow! Thanks!! Still a while till the final result I assume? This is great though, got to try it :)

  13. I have a problem

    in console:
    ASSERT intern/moto/include/MT_Vector3.inl:19: !MT_fuzzyZero(s) failed.
    Trace/breakpoint trap

    Help pleace

  14. i’m getting the same error with the windows_apricot_15393 build. I have an nvidia 8600gt if that helps?

  15. Felix Kütt says:

    daphzart, your build is old: 15393 < 15399.

  16. my build is linux2_apricot_15399 are not help

  17. For enemy i suggest moose.

  18. Or wild pigs

  19. While running build 15399 from graphicall.org I get the following error:
    error while loading shared libraries: libgettextlib-0.17.so: cannot open shared object file: No such file or directory
    How do I fix this?

  20. IamInnocent says:

    I just built Apricot and get a segfault, on Kubuntu 8.04, ATI 9600 pro, proprietary drivers.

  21. On a Geforce 7600GS, I get about 4 fps, and the shadows are broken (they give an… urm… “line interference pattern”). Also, when I press ESC, Blender crashes (most recent graphicall build (677_win32_Apricot_15399.zip)…

  22. Great work, guys!

    Everytime I open the apricot test
    game, Blender crashes.
    I’m running build ‘15399′ for XP.

    Video looks great, but would like
    it better if I could play:)

  23. man i’m also getting about 4 fps :( and it also crashes when i hit esc

  24. I tested the file on Apricot version rev. 15403. When loading the file I got a segfault. You can find the backtrace at http://pastebin.com/m7deb7de6 .

    System:
    Blender (Apricot) rev. 15403
    Ubuntu 8.04 (Hardy Heron)
    ATI Mobility Radeon 9700 (64 MB memory, fglrx driver)
    Acer TravelMate 4502WLMi (search for other specs if needed)

  25. Blender Loving Squirrel says:

    It’s great although slow. I’m getting 12 fps.

  26. Wow. This demo is slow.
    Pentium D 3.0 GHz
    2 GB DDR2 RAM
    GeForce 7600GS 256 MB

    I can run my own GLSL stuff smoothly while this is eating all of my memory!
    And Blender crashes when I exit the ‘game mode’.

  27. Amir Hossein Bakhtiary says:

    Great work guys, though us when you start fixing bugs and we’ll tell you all about it. ;)

  28. Amir Hossein Bakhtiary says:

    “tell us”*!

  29. Steve Baker says:

    For some reason, my video driver (ATI) kept crashing when I tried to run it.

    Anyway, I’m kind of worried here. Less then six weeks left and while the graphics look nice, from the looks of this, we have very little gameplay.

    I don’t mean to be harsh or anything, its just at this stage, I wouldn’t call this a game. A prototype if anything.

    Also we have seen very little information to do with the Crystal Space game engine alone. I kind of feel sorry for all those people who expected great leaps and features added to CS due to this project.

    Hopefully, as more blog entries are posted, these problems of mine will disappear.

  30. I discovered this bug.
    As soon as I started to use Logic Bricks in a .blend file: Blender crashes.
    I think it is being caused by the new state machine system. But I’m not sure about that.

    Please fix this as soon as possible. It is really anoying.
    Blender crashes as soon as I exit ‘in-game’-mode.

  31. Blender crashes when I try to open the file (Apricot build 15399, winXP)

  32. fuzzmaster says:

    laods fine, but runs at 16FPS on a 9600GT.

  33. squareline says:

    @bwang insstall the gettext on ubuntu 8.04

    for others:

    if missign libgettextlib-0.16.1.so on ubuntu 8.04:
    install with synaptic
    gettext

    this will install the libgettextlib-0.17.so

    than create a symbolic link:

    cd /usr/lib

    sudo ln -s libgettextlib-0.17.so libgettextlib-0.16.1.so

    -and if the libgettextlib-0.15.so missing

    sudo ln -s libgettextlib-0.17.so libgettextlib-0.15.so

  34. That looks good. Though the hardware acceleration didn’t kick in and I only got 8 fps. And often the climb while hanging often didn’t work. Frank just let loose and was then able to walk in the air. And I was able to get behind the geometry quite easy. But otherwise, nice job. I’m considering a preorder right now :)

  35. In the artists section on the CS Cel page, it describes reasons for the perfectly “square” texture. They state that the engine can handle textures that are created like this, with greater performance. I see that your textures for the outer rock wall and the larger grey stone platforms inside are not perfectly square textures, they look double wide as they are tall. Is there a reason to give up this performance increase they talk about?

    Does a double wide single texture cost the same as 2 x square textures of the same weight?

  36. Can you tell me an vesrion of blender on windows to start thsi demo because i dont find an version who what start corectly this demo (excuse me form my english , i am french)

  37. I can run the demo without problems on the latest SVN in Windows XP/SP2, but as soon as I hit Escape to leave the demo, Blender crashes.

  38. I am having the same problem as many. With the latest apricot build (svn revision 15399) on XP with a ATI Radeon x1650, I can’t even get the file to load. It crashes right after trying to load the cyclic for MainCam and the atioglx2.dll comes up in the error report. Bug or just ATI’s inability to handle GLSL that’s not 100% properly coded?

  39. ./blender: error while loading shared libraries: libpython2.5.so.1.0: cannot open shared object file: No such file or directory

  40. @Animashun ‘perfectly “square” texture’

    No they are power of two textures. The dimensions should be a power of two in size e.g. 64 by 64 or 1024 x 512

  41. Works fast on my linux. About 30fps on 8800 GTS.
    But alpha rendering need some work. In 3d view it looks better but in game mode there are outlines over edges with sky color.

  42. When Frank lands his feed get stuck in the ground and he stays in one of the last frames of the land-animation. Happens everytime overhere.

  43. Thanks Fobsta, so does the BGE work the same way if we use power of 2 textures instead of power of perfectly square?

    Demo works for me on Build 15399 windows and Graphic card Geforce 8600GT (8fps on average)

  44. For those who are confused about how Blender Game engine here works relates to Crystal Space, please check the post I did two weeks ago:

    http://apricot.blender.org/?p=194

    Expect more news and CS updates soon!

  45. Perhaps developing a game on high-end computers isn’t a good idea. It makes developers unaware of the fact that their game only runs at theirs. (Same thing happened to the commercial game Crysis)

  46. Hi, to answer some questions.

    We will first make sure the BGE+GLSL works on new systems (recent nvidia,ati,intel) then try make sure older cards (eg ati9800) don’t fall over. We’ll also made some simple demo’s so people can work out where the problems are.

    Regarding ATI crashes people are having. We’ll get an ATI card here for testing.
    @bebraw, can you try comment all glBitmap() calls in draw_line_bone()

    @Steve Baker, you think your worried! ;). Were doing our best, but from seeing recent progress I’m hopeful we will be able to make something fun to play on a new’ish pc. (Keep in mind we have only been working in the BGE for 3-4 weeks)

    @grzybu, were aware of the alpha blending issue, and we’ll get it working.

    @Steren, I cant speak for crystalspace, but Ill take this as a request for a CS progress update.

    @AniCator, could you break down the problem into steps and submit a bug report? - “start using logic bricks” is too vague.

    For people who are having frank not working properly - can you check your terminal doesn’t have any python errors?

  47. It works on a Windows XP single Geforce 8800 GT, it looks really nice. No comment yet. Not tried on Ubuntu 8.04.

    Tried it on my Office PC, also Windows XP and a Nvidia Geforce 6800, but that didn’t work. But after reading post 46, you all are aware of that.

    Nice work and keep up!

  48. Another issue is that it’s much slower on windows with the same hardware. Is this normal?
    And is there any possibility tu run custom glsl shaders? They work with multilayer mode but not glsl mode. Vertex fragments work fine, just pixel fragments don’t work. Strange.

  49. I get this python error in the console:

    PYTHON SCRIPT ERROR:
    Traceback (most recent call last):
    File “frank_ground”, line 4, in
    ImportError: No module named Blender.Mathutils

    Using build 15399

  50. Oops I just now see it does not run the the player because of missing MathUtils. sorry

  51. Awesome work!!!Congratulations!! :-D

    it is playable on my machine, avg 15fps on 1GB ram - nvidia 8600GT - 32bit linux - 15399Build

    where can we fill bug reports so we can help you?
    thanx

  52. campbell says:

    @tasos, Blender bug tracker is the best place http://projects.blender.org/tracker/?atid=125&group_id=9&func=browse
    But I wont complain if you report the bug in this thread.

  53. Wow! Seems pretty cool.

  54. ClintClint says:

    Fantastic work, guys!!! The game looks like a blast to play, I’m seriously impressed!

  55. Shortname = ‘C:\Users\Chuzzy\Desktop\655_AP~1\apricot\blender.exe’
    Compiled with Python version 2.5.
    Checking for installed Python… got it!
    freeing: blo_freefiledata ”
    opening: blo_openblenderfile ‘C:\Users\Chuzzy\Desktop\655_apricot_15393\apricot\
    .blender\.B.blend’
    freeing: blo_freefiledata ‘C:\Users\Chuzzy\Desktop\655_apricot_15393\apricot\.bl
    ender\.B.blend’
    opening: blo_openblenderfile ‘C:\Users\Chuzzy\Desktop\655_apricot_15393\apricot\
    apricot_bge_demo_01.blend’
    freeing: blo_freefiledata ‘C:\Users\Chuzzy\Desktop\655_apricot_15393\apricot\apr
    icot_bge_demo_01.blend’
    cyclic OBLamp.005
    cyclic OBMainCam
    cyclic OBMainCam
    cyclic OBLamp.005
    Detected GL_ARB_texture_env_combine
    Detected GL_ARB_texture_cube_map
    Detected GL_ARB_multitexture
    Detected GL_ARB_vertex_program
    Detected GL_ARB_depth_texture
    Detected GL_EXT_separate_specular_color
    shaders not supported!
    ——– 0
    1 - - - - - - - - - - - - - 1
    1 - - - - - - - - - - - - - -
    _______________________________________________

    Note: my computer sucks(the laptop im testing it on)
    -intergrates graphics chipset
    -I tested it without the expectation on shaders, just wanted to do my part ;)
    -blender screen went black(not responding)
    -dell 640m, 1.5 Gb ram,windows vista, intel core 2 duo,intel graphics media accelorator 945m

  56. @campbell, one more thing..will there be a separate bug tracker (or category or something) later for the Apricot game bugs? Or we can fill them at the same place and when?
    Keep up the good work ;)

  57. “@bebraw, can you try comment all glBitmap() calls in draw_line_bone()”
    After I commented all glBitmap() calls out, it actually started to load the file. Now it just gives heaps of GLSL compile errors.

    It says that fragment shaders failed to link while vertex shaders succeeded. It also mentions that fragment shaders are not supported by the hardware.

  58. This is what I’ve wrote few posts earlier. Custom vertex shaders work fine but not fragment shaders. But only glsl mode. Multilayered mode is fine and custom shaders work fine.

  59. kawerinos says:

    hi…maybe im just a noob…but i have a problem
    i don’t know how to launch the game.
    i press on the P button….but then i have a message
    “error
    no (correct) camera”
    and differents numbers on the left
    can you help me please?
    im on windows

  60. campbell says:

    @kawerinos, “error no (correct) camera” has been removed from blender, could you download a recent apricot build from http://www.graphicall.org ?

    @tasos, just file as a normal bug will be fine.

  61. [...] Demo Im Apricot Blogist eine erste spielbare Demo erschienen. Diese kann man nicht mit der kürzlich erschienenen [...]

  62. is very hard.
    I can’t creat games

  63. gaalgergely says:

    sony vaio laptop
    nvidia gforce go 6400 128 mb <-i guess this is the problem :)
    windows xp sp2
    latest apricot build without blenderplayer
    2 gig ram

    blender crashes during loading the blendfile into blender.
    output:
    http://ggarts.gportal.hu/picview.php?prt=112528&gid=454095&index=15

  64. Blender crashes when loading the blend-file.
    Tried on WinXP Pro32 bit, Apricot branch rev 15366.
    ATI Radeon 9600 Pro.

  65. And also it crashes on Radeon HD 3780…

  66. [...] você já pode testar o game. O download da fase está disponível neste post no Blog do projeto. Obviamente você deve abrir o .blend na build do Apricot que você baixou para funcionar. O jogo [...]

  67. Nvidia Geforce 7950 GT
    GNU/Linux Kubuntu 8.04
    Apricot brench, SVN 15392 (compiled by me)

    I can open the .blend but pressing P, blender crash.

    So I compile the new SVN 15405 and I CAN PLAY!!!
    KAWAIII!!

  68. [...] Demo Jugable de Apricot Pues lo dicho APRICOT first playable demo __________________ La memoria es un perro tonto, le tiras un palo y te trae cualquier [...]

  69. Well I compiled the last SVN 15405, available on graphicall.org now:

    http://graphicall.org/builds/builds/showbuild.php?action=show&id=690

    Mmmm… I can play the demo but the shadow of Frank can’t show properly http://img159.imageshack.us/img159/6828/instantnea64jy3.jpg

    The game have a low framerate :-S

  70. Mmm.. adding a lamp type spot and go to Shadinf Panel (F5) and blender crash.

    Segmention Fault.

  71. FunkyWyrm says:

    Very nice :)

    Just wondering about the low fps that people are reporting… This is yet to be optimised, right?

    4.8 fps on average (not too bad for my laptop, I thought..)

    Don’t seem to be able to climb onto ledges…

    There is a large circular shadow around Franky that consists of stripes, but the real-time shadow is working fine in the middle of this.

    Apart from this, looking really great for such a short time in BGE development phase.

    Nice work, guys. I appreciate this early demo. Looking at your script, I’ve found that my scripting is more-or-less on the right track, but I need a lot more practice. The state logic is veeery interesting…
    (Have ordered the DVD at last, thanks to paypal cos I couldn’t get an international money order :S)

    Apricot branch build 15399
    Sony Vaio laptop.
    core 2 duo 1.66 Ghz
    2Gb RAM
    GeForce Go 7600 GPU

  72. I just compiled the SVN (rev 15405 - ‘cose graficall one’s wasn’t working at all) on ubuntu 7.10 with ATI drivers on X700, it start ok but when loading the demo file got “segmentation fault (core dumped)” after “cyclic OBMainCam” message …
    It can load the file (of course without GLSL texture and with “no correct cam error”) with regular 2.46-bf build …

    anyway thanks for the work done, BGE need this for long time and will be realy usefull after all this !!

  73. Mmm…. with the GLSL Shadow on the spot the game run with 7-10 fps.

    But without the GLSL Shadow the frames up to 30-34 fps.

  74. Working ok (20fps)! Tested on Windows XP with 677_Win32_Apricot_15399 precompiled version of Blender.

    My PC: HP 530, Core Duo, 1GB, Mobile Intel 945 Express (graphics).

  75. Frank movement works well, but it’s very easy to go outside the environment and see frank falling forever (or flying if you press de z key), but it’s funny.

  76. I have a NVIDIA GeForce 7900 GS but I can’t turn on glsl because the button to do this is missing.

    Will this get fixed?

    Awsome project!

  77. Forgot to say that i have tested on Linux Ubuntu 64 bits with the latest source in the apricot branches on the svn. 2 gb of ram, NVidia 8800 GT card.

  78. Stunning … absolutely stunning!

    Reporting in:
    OS: ubuntu 8.04
    blender: 15399 build 2 (graphicall)
    GPU: nVidia 6600 GT (AGP)
    Drivers: ubuntu 8.04’s proprietary package.

    FPS: 10-12 average
    Errors: none so far

  79. @ guy: are you sure?, take a look in the user preferences header, menu Game > Blender GLSL Materials.

    @ Eric: outside the environment like going through it (collisions problem) or climbing to the top?

    By the way, thanks a LOT to all you people for your nice reports with specifications and details, it really help us.

    This community feedback and help really makes me feel like working in an open project in all senses :) thanks again!!

  80. Verb: It’s quite understandable that Crysis only runs on top-end computers though, because frankly, Crysis *is* reality. I have never seen anything similarly stunning (both concerning graphics and physics), while Apricot still looks like Quake 1, and thus should give 100 fps on this graphics card. But hey, they’re still optimizing :)

  81. [...] no graphicall.org, procure pelas builds com Apricot no nome, para baixar a versão demo clique aqui. Para ver um vídeo da demo acesse [...]

  82. @madman-i have same issues with shadows and also like in guy’s case there is no GLSL button, and never where, duh.
    Apricot 15399
    Ubuntu 8.04 32 bit
    c2d 1.86
    1 GB
    GeForce 7600 GT

  83. Great work!!!

    Its running with 20fps. Gefore 8600M GT with 256 MB RAM and 2GB Ram. C2D 2Ghz lates Apricot svn revision. Ubuntu Hardy, build on my own. Greetings!

  84. Forgot about one of the most important things
    17fps
    Cheers

  85. posted by Eric:
    “Frank movement works well, but it’s very easy to go outside the environment and see frank falling forever (or flying if you press de z key), but it’s funny.”

    i wanted to add that you can actually be caged inside the big grey rocks..you can find a way in at the point where the grey rocks and the brown perimeter rocks (mountains whatever:P) join.

    How to re-create: Start the game and travel forth. Jump on the first grey rock and you will see a tree trunk on the ground. After the end of the trunk at the join of the rock and the mountain there is an “invisible” gap.
    I know it is early and all these will be fixed by in case you missed it:P (ps. the bugtracker is kinda slow:S)
    cheers

  86. to venomgfx,

    I went outside the environment by passing through the brown rock, so i think that’s a collision problem. I will try to post the instruction to reproduce that soon.

  87. @Eric - Franky is actually playing mgs or MOH:Airborne i found that too after 2 min of testing

  88. Apricot SVN 15405
    Ubuntu 8.04
    P4 2ghz
    GeForce 7800 with restricted drivers & Compiz running
    512 MB ram
    4-5fps with GLSL
    12-14fps without
    Main issue other than speed: Stripy shadows around Frank bit like a venetian blind

  89. campbell says:

    Just to give an idea of the optimizations that are not being done yet…
    * Objects outside the camera view are still being drawn.
    * Generating shadows is taking more objects into account then it needs too and dosnt clip objects outside its bounds either as far as I know.
    * We have no level of detail objects, which I’m sure will be essential to get decent performance.

    These are really no brainier optimizations that can make a big difference. I realize its disappointing that the demo plays slow but don’t get too worried about this ;)

    As for running through walls. this is because a bug in bullet prevents us from using linear velocity, so we used DLoc but it has collision/bumping problems. Ben has a patch ready so we will get that in asap.

  90. @campbell - i think that as for demo like this it’s not a problem. And still this is BGE not CS, so it’s not so important since Apricot will ship with CS. Or maybe somethings changed?

  91. Wow! It looks good! ;) cool demo level ;)

    @Campbell
    “* Objects outside the camera view are still being drawn.”

    So what about Frustrum area? is not working anymore, or what happen? in a work in progress of mine (B 2.44) I use a camera with ortographic view to see how frustrum works, and I can see how objects behind the camera dissapear. So.. does frustrum help in any way??

    I just modified the camera in the apricot demo and as far I can see (not so much because of the movement), nothing dissapear.

  92. @Mataii. Benoit said the code is there but disabled (because its not working 100% of the time apparently)
    We also noticed when there were fewer objects in the view the FPS hardly improved. - This was probably disabled since 2.44

    Some improvements have been made though.
    Vertex arrays are now always on (and not buggy).
    Theres also an option to use Display Lists for static meshes. (this means the graphics card stores the mesh data and only 1 call is made to draw it).

    There was also a mad bug brecht fixed where blender was checking an environment variable FOR DRAWING EACH VERTEX…. still cant believe that ;/

    @Aka, we will use BGE, see Tons comments above.

  93. What version of gettext will be required? One of my machines is running an older version of Ubuntu (7.10) and can’t run Apricot due to an error about “libgettextlib-0.17.so”. Squareline’s earlier advice to install gettext from apt-get doesn’t work; the repository for 7.10 seems to only have “libgettextlib-0.16.1.so”.

  94. I got the same error like
    Alexander Ewering on post 21.I have
    a 7600 gs on windows. There is line pattern on the shadow. Camera error when it jump also.

  95. love you blender i want to see serious games in blender best of luck to the team

  96. @ campbell in post 92.
    You say that the game will be shiped in BGE as its main Game Engine?
    you point to the coment of Ton above that would be Post 44.
    In that Post Ton Points to the link:
    http://apricot.blender.org/?p=194
    and If you open that Link you can Read:
    “”"
    However, I still expect that CS will allow far more detailed and advanced games…and Blender GE prove its value as tool for artists to design and develop ideas with.


    2) Project presentation

    CS players + game running cross platform (Linux, OSX, Windows)
    Blender-CS integration (level editor) installation
    Howto docs, tutorials, videos
    DVD contents authoring (html menus, etc)

    “”"
    This sounds more Like if you still are Planing to use CS as the Main Game Engine and Blender as A Level Editor…
    So now Im really confused on what it will gone be… I hoppe it will be all in BGE

    And then I have a second Question. In the next official Blender that would be 2.47 will all the Apricot feautures be includet so that this game will run on it whit out downloading a special Apricot-Branch?

    Great work - Really awsome…

  97. Awesome work on this tech Demo guys, I look forward to further optimisations and bugfixes :)

    A couple of bugs I noticed:

    - It’s very easy to get behind the rock geometry, this can occur pretty much anywhere there are two or more rocks joining together, it is easier to get behind the geometry where the grey rocks meet the brown rocks as others have said but if you force it enough you can slip through in alot more areas.

    - If I double jump very close to rocks/walls frank’s head get’s stuck in the geometry in the gliding pose; you can rotate his body around with the arrow keys.

    - I also get the bug where blender crashes as soon as I hit ‘ESC’

    Thanks again, keep up the great work!

  98. I’ve test on my hardware.. I got 45 fps.. but without shadows..
    Here’s a screenshot http://img59.imageshack.us/img59/514/noshadowsbo5.jpg

    My hardware:
    Windows XP
    RAM 1GB
    ATI Radeon 9250 PRO 256MB

  99. Ubuntu Linux 8.04
    C2D E6400 @ 3.01GHz
    2GB RAM
    NV 7600GT 256MB
    Compiz-fusion desktop FX is ON.

    Runs perfectly smooth (~25fps), but have a small problem about the shadow of the character : http://pix.nofrag.com/d/d/b/eb5b8f4599bd8914d0a499ee1a68e.png

    @RedBirdiii : Are you sure you have used the Apricot build and not the standard 2.46 version of Blender ? If yes, I’m afraid your card does not support GLSL shaders…

  100. squareline says:

    The other thing to improve the fps performance the occlusion system.
    This mean u can set a plane/box/ or a mesh to hide objects that behind them so that object will be not rendered. This is usable for indoor and outdoor scene.

  101. Not sure if this is obvious but when I first downloaded the files it crashed when i tried to open the .blend file, the reason was that I didn’t have python installed. So if its not working for you make sure you’ve got python http://www.python.org/download/

  102. Is there a chance for this game to be to ported to PSP…I mean whether huge changes should be made for it to work on PSP

  103. It crashes on 15393 revision while loading the file. It doesn’t crash if I disable “Load UI” in the “Open Window”. But if I enable “Blender GLSL Materials” it crashes.
    Graphiccard: ATI Radeon 3850
    OS: Vista x64

  104. blender do not work anymore for me with apricot branches (graphicall build or another build, revision 15399). Windows give me an error message.
    Windows vista SP1 home edition, 2go Ram, ATI 2400pro, intel q6600.

  105. I have some ideas for simple games and can’t wait to use Blender but playing this demo has kind of burst my bubble a little. I don’t have a top end graphics card (details below) but can play Quake, Serious Sam and may other 3D games that are more advanced in terms of 3D graphics than this demo and they play great with good frame rates.

    My graphics card obviously does not support GLSL materials so I can’t use that option. Selecting “Texture Face Materials” results in 1FPS and no shading on some objects. Using “Blender Multitexture Materials” gives me 5FPS and better textures but all the rocks look black. Playing the game does not look like it’s using hardware at all.

    Something that I am confused about is the use of Crystal Space when testing games within Blender. If Crystal Space is not used within Blender is it possible to make a standalone version of the demo that uses CS.

    Thanks for the great work Apricot team and I really hope you can get the Apricot project working on systems like mine.

    Windows XP
    1GB Memory
    Athlon 1.8 GHz
    GeForce FX 5200 128MB

  106. Trying to run the Apricot build on Ubuntu (downloaded, extracted and double click on icon) no response at all, nothing. My 2.46 works fine. Try to run it from terminal it says blender is not installed, use apt-get to install. My 2.46 works fine from the folder why should I apt-get to install 2.45?

  107. campbell says:

    @John, see my post 89. Its not possible to use CS for BGE rendering at the moment and its not planned. GLSL is very new in the BGE so you can see there is a lot of testing to do.

    @Moley, this is known, we could have avoided the bug, but then there would be trouble running at angles - mentioned twice before, Ben has a fix.

    for people having the crash on escape, it would be great if someone could run this with a debug build and get a backtrace. The bug could even be easy to fix, but we cant reproduce it - only needs to be one person and it could help a lot.

    For builders, disabling internationalization, (scons WITH_BF_INTERNATIONAL=0) would help people who are having trouble with gettext library versions.

  108. FunkyWyrm says:

    Not sure where or how to get a debug build, will have a look later to see if i’m capable of doing this, but my build of apricot branch seems to crash on exit from a couple of glsl test games including Apricot. Maybe the bug is not in the game, but something to do with how glsl is closed down after running a game…
    Not too sure how this all works, but I hope this helps.

  109. blenderman345 says:

    Will 15379 work? There is no 15389 for Mac!

  110. squareline says:

    here a build wihout gettex lib requirement, avoid this like:

    error while loading shared libraries: libgettextlib-0.17.so: cannot open shared object file: No such file or directory

    http://graphicall.org/builds/builds/showbuild.php?action=show&id=692

    suggested by Campbell

  111. Compiled svn rev15414. Getting about 11 fps. I’m getting the “striped” shadow problem too. Oddly enough, I had no problems with gettext and didn’t have to set WITH_BF_INTERNATIONAL=0.

    P4 3GHz
    2 GB RAM
    GeForce 7800 GS AGP
    Ubuntu 7.10

  112. @squareline