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 ============================================================ FRIAM Applied Complexity Group listserv Meets Fridays 9a-11:30 at cafe at St. John's College lectures, archives, unsubscribe, maps at http://www.friam.org
