On Tuesday 24 January 2006 02:35, Sean Lynch wrote:
> If I had my way, the physics engine would be more strongly integrated
> into Soya and used for all collisions.

sounds like a good idea. was ode up to it?

> >        - exporting meshes from blender to cal3d and/or soya is not
> Physics parameters would be nice too. Unfortunately I don't know
> anything about writing Blender plugins. It would be much easier for me
> to write an importer from another format that included all the
> information we need, or from some generic XML format.

i know the blender api well by know, 'cause am using it all the time for work.

it easy pretty easy to add anything to the api, at least if it is just reading 
values from Blenders memory (blender datablock structs) and exposing them to 
py,

Blender has many thing for physics: fluidsim, softbody, in a way the 
particles, and then also the rigid body things in the game engine. (all) 
those settings can be read via py, but that is the easy part.. mapping them 
to something that a game engine runs, and have somehow controllable and 
desireable behaviour .. well you know all that

i am interested in helping out with any issues there - giving info as xml is 
easy too, but perhaps we dont need it if / when have a nice complete api in 
pythonic style (there is a cleanup going on now)

> >        - Because the high level is a strong point, I think Soya should
> > provide high-level API for most of the game programming concerns. I mean
> I'm not sure how easy it is to embed Blender in Python, but I'm

well as you know blender is not a library, so it is not possible to use it as 
a python module now nor in near future. but nice things can be done by 
executing bpy from py apps with tricks like soya already has

> doubtful. Blender has its own game engine built in, and the MakeHuman
> project has abandoned Blender in favor of writing their own GUI for some

they also use a different renderer now, that is not really related to 
exporting scenes and animations from Blender

> Python should be written in a Pythonic language. Ultimately, I'd like to
> write a 3d engine in pure Python and hope PyPy can accelerate it enough

interesting. i have also early sketches of an experimental rewrite / port of 
Blender in Python (as i often mention), but that may well never become 
anything .. fun as a thought experiment, anyways .. 
http://mediawiki.blender.org/index.php/BlenderDev/PythonBlender

the current idea is to implement it first in bpy so that can use existing 
blender codebase, via the normal api .. the goals for the thing are unclear

> See my previous post about C++ developers not being Python developers
> and vice versa. None of the existing C++ engines as far as I know has a
> decent Python interface, and where Python interfaces exist they tend to

i have understood that the ogre api is nice now, but dont have real experience 
from using it

> be for scripting only and your main loop must still be in C++. The one

that may well be the case with pyogre too, or not necessarily?

no idea how it is with the CS py bindings.

2cents,
~Toni


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