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Blender is an open source 3D modeling, rendering, animation -and- realtime 3D game/simulation development system. Blender is continuously upgraded with new features and is supported by an active and helpful community ( http://www.blenderartists.org/ ).
Python scripting API for sophisticated control and AI, fully defined advanced game logic
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The Blender Game Engine is unparalleled in terms of 3D game engines, particularly in ease of use. The engine is built into an exceptional 3D modeler, which means 'importing' models into your game is as simple as playing it. The BGE also sports some features that have yet to be implemented in professional engines, one of which being a graphical frontend for making complex GLSL shaders (the Node Editor).
The BGE also comes with the ability to work simply with Logic Bricks, a graphical method of performing actions, like moving on a keypress. If you don't like using the simpler Logic Bricks to perform in-game functions, you can always use the exceptionally powerful and easy Python programming language to get work done.
The BGE features and capabilities combined with the ability to script with the easy to use Python programming language definitely makes the Blender Game Engine an engine to try out.
Unless you are ready to spend a whole lot of time ( 3 months + just to get a basic idea of how to use it) blender is not for you.Therefore , using an embedded game engine is not going to be of much use.
I did my college game project with blender and I was impressed at how easy it was to make a game with it. You have a modelling tool that can compete with the non-free products like Maya and 3Dmax, and you have a game engine where you can test everything very quickly. The pythong scripts and game logic are very good and it has good physics (Bullet) and a very good structure.
However, when you want to scale up in your game needs things may not go well if you're not careful.
Compared to other engines, BGE uses more processing resources than your standard game made with a code-based engine, even more that a game editor like Unity. so you have to be careful on how to code without making a game with bad framerate.
about making games, the documentation is not very good and not many people are actually making games with Blender. Even the company behind blender uses Crystal Space for their game project needs. so if you get really stuck you have to resort to trial and error multiple times.
However, if you want to start developing games, start with BGE, to understand the process and get skill with one software.
Blender is the first 3D modeling engine is the first that ive used that makes for a very smooth yet detailed workflow. The tools in Blender are simple to understand, they are very effective when used together to create a sence of realism in a peice. this engine is perfect for beginners due to its smooth workflow and graphical interface. But dont get me wrong, its a geat tool for seasoned rofessionals too. Just check out some examples on Blenders Website to see what this software is capable of. the only downside with this software is that it is only copatable with a short list of other modeling softwares. (Maya, Lightwave, and Zbrush) other than that one downfall, Blender is a great tool to be used for modeling, animation, physics simulation, and game creation. i highly reccomend this to everyone who is in the market for freeware that can has a larg ammount of tools and effects all in one package.
I am now working for about 1.5 years with the game engine features and scripting. Here is my opinion:
+ Nice for prototyping
+ Modelling and Worldeditor all in one
+ Python scripting very convenient to use
+ You don't need to pay anything
- No Particleeditor in Game Engine, instead you need to approximate Particles via GameLogic:AddObject and F-Curves, which is a joke compared to any real Particleeditor I have seen in other gameeditors
- No MultiRay available, which forces you to do inconvenient workarounds for seemingly simple Raycast actions
- Compiler does not always print errors or warnings, and therefore cause painful bughunting. Sometimes the line of code works but if you write a second line similar to that, the second one won't work. This has happened to me 2 times now on different occasions with no fault on my side or in the logic. Sorry, but you can't work with that.
- Ridiculous complicated way to paint textures on Terrain. No normal maps supported.
- Try to create a scene with a couple of Decolayers (e.g. 2D grass objects, bushes, trees) and your performance will break down immediately into a slide show. There is absolutely no optimization implemented.
- Bullet Physics implementation is incomplete because compound collisions do not work. Your are stuck on very simple collisions cases which you can use on primitive box-objects only
- 1st person handlers have an abysmal bounce-back reaction when sliding along a wall: obviously the object enters the collision area of the wall too deeply and at a certain point bounces back noticeably. You can adjust the collision margin, but you won't be happy with the results as it either leads to continuous jittering or even worse bounces. I have not seen this amateurish behaviour in any other game engine
- You cannot apply different friction areas on an object, although you can put different materials on different areas of the object
- You cannot instance sensors via scripting interface (which would be highly important)
- You are forced to create logic bricks in order to do some gamescripting, which will mess up your interface very soon until you realize it's absurd for larger projects
- No Antialiasing possible for GameEngine
- Try to get a mirror done in Gameengine? Good luck...
- Project Textures? Doesn't work in Gameengine
- Waterplane templates are only available via community downloads. The water doesn't look very good
- No decent Bloom, neither HDR: the proposed templates from community members contain errors and unusable features like
1) Blooming the edges of the screen
2) They work on Nvidia GPUs, but fail on ATI, which is a no-go for serious Games. The same applies for the light-scattering scripts.
3) The bloom feature itself is ugly because you can see "lines and grids" within the bloom itself. I've never seen that in any other game. Unacceptable.
- Bad realtime dynamic lighting and shadows implementation. You ask why? Read:
1) Only spotlights allow dynamic shadows (shadowmapping).
2) No omnilight shadows available. Trying to fake omnilight shadows with 6 square shaped spotlights (each 90° angle) will result in an ugly non-seamless omnilight, because you can see easily where each of the spotlights starts and ends. Also the squareshape will result in highlighted diagonal lines which is ugly to look at.
3) If you try to use the performance saving "Shadows Only" option, you can't use any other lights anymore, since it will give you really ugly visual results. This is because the "Shadows Only" just inverts the light, but cannot combine with other shadows and lights.
4) Try to use a greater distance for a spotlight e.g. a sunlight, and you will see it cannot create decent shadows anymore on objects, but instead shines through solid objects.
5) No Soft shadows available which will result in huge aliased shadows
6) Lightmapping is ridiculously inconvenient to apply on the scene
- the community for the gameengine (not the modelling) consists of about 10 competent members. All others are immature kids which obviously have no imagination what *Quality* is, but who pat themselves on the back how great their achievements and games are. Once you look at their "great games" the result to look at is sad at best... Also don't expect any help from them, because they are most likely dumber than you
- Some of the developers seemed to have turned their back on the gameengine, and instead of completing the blendergame engine they just fiddle around some buggy gamekit for Ogre
Decide for yourself if it's worth the 0-price lackingeven basic features which you need to implement yourself first. Obviously others felt the same: ever heard of "Firewire District 22"? They tried to use BGE for a commercial game and advance the game engine to the maximum. Guess what happened? Cancelled due to limitations of blender...
The biggest joke is: although there were proposals and templates from the community regarding alpha soft shadows, AI waypoints, HDR etc. without copyright restrictions - nobody tried to optimize them and integrate them into the default blenderpackage. Needless to say: most of these community scripts are gone by now, because the download links are outdated and the update to blender 2.5x made all prior scripts unusable.
And what is the blender foundation doing? Nothing. But you will wait and wait and wait... Honestly, you can't rely on such an engine if you want to do serious projects. Better invest some money for a mature game engine.
BGE could be AAA but as long as the foundation doesn't care more about the gameengine it will remain a mess as always.
For 2 years during which I used blender for game oriented modeling and animation, I kept on disregarding bge as inferior to all others, without ever trying it.
What a fool I was. BGE Is superb in my opinion, the logic editor i great, python's sweet, of course it . Who cares about AAA+ when you can have pure fun.
Personally i think that the best thing about logic editor is that it allows you to work in a "trial and error" technique based environment. Try anything, attempt impossible, add a little bit math, some goulash, onions and see what come out of it.
I say... you can make games with it. That's what the bge is for. Needless to say, the better you are, the better the game is. If you like python and graphical programming with the logic editor seems fun to you, I think BGE is the right choice.
(++) cost = zero
(+) well documented
(+) big user base
(++) blender as all in one realtime 3D solution
(++) also today the logic brick system is unbeatable and absolutely the best what i seen
(+) python support
(-) steep learning curve for Blender
I started Blender seriously on 2.49. Previously using Max.
I have quite an average C/C++ and OpenGL experience.
Blender is the easiest apps to learn - from videos - Youtube and Vimeo - and very inspiring demos and time lapse modeling.
Modeling in Blender is extremely fast. Point and click and just a few (less than 20) shortcut keys to remember - and everything is on screen - its hard to explain. Its hidden, but its there.
GE with its gamelogic (logic block) is very efficient and tidy. Unless you have no idea what is 'state' and 'scene' management is.
GE + Python - skies the limit (err.. and your CPU/GPU power). Its actually very-very flexible. If some people says that its not flexible enough - maybe they haven't try BGL..
After using Blender, I'm falling in love with Python. If it's slow, make it fast - learn the Python Optimization and its powerful 'list'
Bad side: GPL exe and fat runtime.
Overall: The best 3D modeller and GE ever! Physic + fmod + internal renderer + Python + etc.. I dont need anything else (opps.. still need GIMP and MIDI/sound editor)
I picked up on blender a year ago. My frustration with other modelers and engines (mainly Maya and their younger but fuller 3Ds Max) eventually made me look for different programs. I stumbled on Blender and found it very intuitive. Before I even downloaded and installed it, i researched it and found that a lot of people who don't use blender have nothing but disdain and contempt for their UI. I have found in my experience that blender has a very intuitive UI. The problem is, you can't look at it and suddenly understand it. If you don't want to put any effort into your projects, then find another hobby. If you are serious about your projects, then blender is THE program to use....unless of course you have 6 thousand dollars laying around. then get 3Ds Max and expect to put more time and effort into your projects. With the right plugins, full use of all support blender offers, and some creativity, blender can do everything you want an engine to do and more.
- There is not much to say about that non friendly blender engine, there is alot of fanboy there. The support is terrible. Yo Frankie is not a game but just have just one level, no one made a game so far with that engine. Many complain, me too. Just the sound on collision have delay. The best is to come, and you will wait and wait and wait. Just go try something else that is made for GAME not model.
Blender is not originally made for game making, and with its source being python, it is a pain to use for games, don't get me wrong the program is great for models or movies, just not gaming
Blender is a first class modeling program that sneaks a brilliant game engine in when you're not looking.
I use blender 3D exclusively when I'm modeling 3d objects because of the fast, veteran friendly interface. I had used other software in the past and I had even had a failed attempt of using blender because there is a steep learning curve with the interface. That said, once you know it, you see it's designed for speed and good workflow.
The modeling window is also the level editor and you can link in libraries of objects and place, rotate and scale them in a WYSIWYG atmosphere. Because the libraries are in Blender's proprietary format you can link in anything from static cubes to full characters with their scripting and camera rigs and everything to entire scenes.
The engine is very stable and can produce quite nice looking graphics. It's not cryengine 2 but for a free engine it has some great technology.
The recent influx of features has increased speed and graphical capabilities of this engine rapidly. Every day on the forums users are posting new methods to push the engine further in terms of graphics, speed and interactivity.
There are two ways to input logic to the engine. A visual "logic brick" system and Python coding. Both can be used in tandem to create any level of complexity easily and quickly. Once you learn the basics you can begin making the games of your dreams with speed.
The engine is great for prototyping ideas (complex games prototyped in mere hours) or full length commercial games (despite rumours to the contrary you can make commercial games with blender)
The built in physics engine with softbody support and the support of GLSL makes beautiful living worlds possible much faster than with many other engines
My only gripe with the engine is the sound suport. Only Wav is supported at the moment though with Python you can use other libraries to handle sound. This issue is currently being solved and ogg support as well as others is on its way.
The Blender Game Engine is by far my favourite 3D engine. I prefer it to many that you have to pay for. The price is right and even if you chose another engine I definitely recommend Blender as a 3D modeling program. Happy Blending!
An absolutely fantastic engine, not just for prototypes which it could not be beat at but at reasonably detailed and advanced games. So quick to get started, no faffing inporting models, and Python as a really quick and easy to use scripting language. As a bonus developement is advancing really quick a serious commercial team recently started a project and brought in some awesome new stuff. Not to mention the brilliant community built around it.
simply amazing. blender has a ton of features and is very easy to use if you look at a few tutorials. it also requires no programming which is my favorite feature.
I have to say that the BGE (Blender Game Engine) is one of the better 3D game development programs I've used! So far I've really liked these things about it:
)You never have to worry about compatibility! All models can be created in Blender, so you never have to worry about file format! The physics engine, Bullet, is integrated in, so no spaghetti code integrating two different engines into one program!
)Its easy to use! You can make a complete game without a single line of code! Although you aren't going to make the next Crysis or Far Cry clone with it, its still amazing all the same.
)The program is completely free and crossplatform! You aren't chained to one OS if you use Blender, as you can easily export your game to a playable format for Linux, Windows and Mac, all in one application!
)Easy animation for the game engine! The armature, or bone deformation, system is really good, and you can easily rig a model and give it a few animations that are completely usable within the game engine.
)Lastly, the program has great support! If you ever have any questions or suggestions that have to do with an aspect of Blender, the helpful folks over at the Blender Artists Forum (http://www.blenderartists.org/forum) can get you an answer fast.
) Uses Python as a programming language. For more complex games that can't be made easily or efficiently with Blender's logic bricks, you can use Python to script it! Python is a very easy to use, open-source programming language that fits Blender perfectly.
) On top of all of this, the game engine is currently going through a lot of improvements, and the fabled 2.5 version is being worked on!
So, if you're looking for an easy-to-use, free 3D game engine, look no further than Blender! you can get the latest version at http://www.blender.org.
Some of you people are dumber than door knobs, and some others need to research their facts before writing their reviews. the .blend files that you create are your sole property and you are only subject to share them at your discretion. You may also sell them at any price you wish. The files that compile blender are the only ones subject to public release which makes this the best license ever created. And for the people that are complaining, "oh my god I couldn't figure out the interface in the first five minutes", just shut up. This isn't some wuss 3d program, and it is a FANTASTIC tool to learn about model design and programming. With that said, yes it can be a little confusing at times, but after playing with it for a few weeks and actually LEARNING how to use it, Blender becomes easy. It is much more rewarding to work to master something than having it handed to you in a simple interface that feels cheap. This is the single most amazing piece of freeware ever released, period.
Exclaimer: My rating is based on the game engine not the modeling/rendering/animating stuff.
Blender is perfect for people Who want to start in 3d art for free.
And once you get comfortable with the program, which can take a while.Then you can move into the built in game engine.
Logic bricks make things relatively easy.
But if you want to do anything more than the simple, your gonna have to learn you some python.
Now I Love this program. Ive used it for 3 years.
But lets face it. The game engine isnt optimized fo doing anything large because there is no occlussion of objects behind other objects. As far as I know.
And framerate can drop for unknown reasons when your project gets too big(well I guess that IS the reason).
Anyway, as a game engine and as a 3d package, it is good for beginers with no cash, like me.
And its great for testing out a game idea or prototype
(which is what I use it for).
But if you want to make a REAL, complete game that looks nice and other people wont need a supercomuter
to run smoothly, then you need to learn some programming and use one of the other more straitforward GAME engines(built from the ground up FOR Games).
For Windows users, I think dx studio is cool :)
but you need cash.
Crystal space and Irrlicht are free and look cool too.
Edit: Oh yeah! Blender has a great community at
First, you couldn't have a better community. The people at blender.org are great and highly professional. They are also responsive to newbie questions. It's always a work in progress.
I feel that this is a great engine for a newbie, but they have to be realistic as well as optimistic. A newbie to Blender, going in with no game making experience, should expect to take 1 week to become familiar with the program (hotkeys, paths, mouse buttons, windows and such via the video tutorials), 2+ months to go through the basics of modeling (including texturing), and about half a week to get the basics of game design down. The Blender.org website can take you through all these steps. If you do not stray from the recommended regimen, you should be able to work at this pace and become pretty familiar with how things work in the world of Blender. Afterwards, if you are still dedicated to game design, it is probably best to move straight to the forums.
The forums provide detailed examples and .blend files for a variety of interesting games. I've found a few step-by-step game building tutorials with multiple .blend files, each adding one new part to the scene. It's a slow way to populate a scene, but it is very fun to see things come to life.
I haven't had any real problems with the game engine. I'd like it if there were a few more docs on creating realism. Dynamic fluid effects only seem to be possible when animating or through soft bodies. It would be nice if they would upgrade that so we could get things like cumulus clouds. Character modeling, particle systems, AI, object interactions--it's all very straight-forward.
Does anybody remember one of the first 3D modeling/rendering software for the Amiga called "Turbo-Silver"; let's have no more complaints about Blender's UI.
Sure its complex but so is a 747 cockpit; it makes you think before you do something.
Try working on a large mesh without being able to hide vertices. It could take hours to get your depth perception back.
this program Blender3D is one of the best programs i have found in all my years of being online
this engine or program is one of the better ones ive seen
while saying one is better than another is like compairing apples to oranges
ive tinkered with others like lightwave maya 3d studio max
and a new others and ill be completely honast
itsa good program its interface may be intimadating to newer entrants to the 3D world
but stick with it buy the book use the forums and ask for help
it has alot of power behind it its also adivable to aquire some pything programing knowledge aswell if your wanting to make something with the game engine part while logic bricks are a start python will expand much further
it has some features that surpass that of a paid for program such as maya or 3ds and it lacks in others but its gettting there
i advise you to atleast check it out if your wanting to get in to 3d anything modeling animation design pick up this program
or even if your a vet in the 3D field pick it up aswell
my spec recomendataion is a decent machine linux windows or max it works on all machines (lets seee if maya or 3ds can do that) ATLEAST a 128 mb vid card or more and atleast 256 or 512 of ram
and its really needed atlease a 3 button mouse that scrollwheel is used a bit
but ive had it run on a FAR FAR weaker machine (not beaing able to do much more as a proof i can do it)
visualy it looks nice its clean the buttons CAN be resized if your unable to see them just scroll wheel up and it zooms in
basicly ina few words try it if you like it get the books and ask the forum for help if you need it theres a bunch of tutorials up there
download and enjoy this free application
I come from a 3d background (game dev), I found tons of tutorials and tips on using Blender for modeling, animation, texturing.... but no good ones on what I need Blender for which is making a GAME! Now, I realize I can't make Halo 4 with Blender, but I do expect to make a fun little puzzle game for my kid... just can't find tutorials on the "game dev" part of Blender.
Otherwise, great little free program. Lightwave users will find things familiar. Saw some bad reviews of it's interface, I think it's pretty darn good!
Blender is a free game/3d modeling engine. It is one of the most easiest programs to use to make games. People who say it is hard properly only spent 1 minute looking at it, you don't learn something that fast. I made a effort and just went to wikipedia and I learnt how to use blender in 2 days!
It's amazing the support and help you can get for blender on the blender forums.
I say, just spend a little time playing around with blender and you will get it!
Blender game engine is probably THE best game engine for prototyping. You get the classic blender interface to add objects in, an integrated physics engine, scripting support, and much more.
You can make a simple racing game without any scripting, even with a menu screen & vehicle selection.
The only *really* bad thing about BGE is that, since blender is under the GPL, you must include the .blend source file of your game.
Like WYSIWYG interfaces?
Like super-simple physics?
Like prototyping games in DAYS?
Don't want to sell your game?
I've been working with blender in my spare time for nearly 3 years, but only discovered the game engine about 3 months ago.
Now, I never went to school for any of this. I've taught myself the majority of what I know, and I have not used any other software dev kits or engines... Ever.
This either makes me totally unqualified to review this program, or supremely qualified, though, I'm really not sure which.
Here's the deal.
In the few months that I've been learning about the Blender Game Engine, I have learned the fundamentals of :
Object Oriented logic assembly
(just learning to think this way makes ALL game dev easier)
Python script use and expression development
(I'm trying to teach myself Python scripting, but as I mentioned earlier, it's only been 3 months)
Lo-poly modeling and UV mapping
Armature action blending
User Interface / player controls dev
(Mouse, keyboard, stick, etc)
and whole bunch of other stuff!
Yes - Blender has a fairly steep learning curve. This is because, as I understand it, the interface is designed in a manner that is unfamiliar, even uncomfortable, to those who come from a different development background. I hesitate to quantify with more or less "intuitive" because that really depends on how the user thinks. I will say this...
Much of the interface is NOT obvious.
Most everything IS contextual
EVERYTHING has ToolTips.
The complication of the learning curve is compounded by the fact that, for the most part, specific methodologies used in Blender are pretty much good for Blender users only, many methods simply don't translate to other kits.
That being said, I feel that Blender 3D has managed to provide me with a fairly competitive knowledge base with regards to 3d and game dev in general, simply by reading, and trying stuff out.
And all for FREE (under the GNU GPL)
That is not to say that Blender 3d does not have its own restrictions:
If you are considering Blender as an option for developing a marketable game or 3d application... There is bad news...
The way I heard it, the GNU GPL, and blenders own license stipulate that any software produced by Blender, be accompanied by the actual .Blend file, so that other License holders (which is everyone with Blender installed) can use your work, in whole or in part, without notification or renumeration.
Blender (as of the 2.43 release) has a pretty solid limit of roughly 10,000 poly faces at any given frame. That is a pretty low ceiling, and again really limits developers with game designs of any significant scope, especially if you don't have a pro calibur lo-poly modeler handy.
I honestly have no idea if the incorporation of the Ogre engine will do anything to ease up on that limit, but it is clear that, with the blender foundation's announcement of an Open Game Project, they are trying to pay more attention to the Game engine, and it will see major revision over the VERY near future.
Hopefully that will include an up to date web port, allowing us to put our games on the net. Right now the only working web port for Blender, that I know of, is to be found in the 2.25-ish release, but not any subsequent ones.
The final negative... Blender is a bit crashy. Unfortunatly, many is the time where I lost critical work because something weird happened inside Blenders guts. This is a detractor, but also a very handy teacher, for now I save my files quite frequently indeed. Simply doing so negates the impact of that crashy-ness, IMHO.
So for broke developers in training (like me) Blender is 5 stars in every catagory, and has served me well in preparing me for using an engine that will allow me to sell my final product.
Which is what I'm here to find.
Thanks for Listening,
I'm sick and tired of people that says that "the interface is hard". It is but ONLY if you don't care to read the most basic tutorials. IF you should accidentally strain your brain by for once learning by READING something instead of waiting for it to magically appear in your brain you would understand that this interface is neither "linux" (as someone said) or anything else..it's simply the smartest way to make an interface. Yes it's near impossible to figure out if you try to figure it out on your own. BUT..after TEN MINUTES of digging in the tutorials it is OH SO CLEAR.
If you for freaking sake can't read a basic tutorial that will answer all your questions in a matter of minutes then what in Gods name are you doing here ?