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


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