booger
15-07-2006 04:47:20
i'm probably asking in the wrong place but here goes ...
I'm mulling over making a 3d isometric roleplaying game in the spirit of Fallout (kind of, but different), with turn based combat. I intend on making all the art/assets in blender3d.
I've noticed that blender 3d has a game engine that comes along with it which has physics incorporated with it, along with some nice functionality.
What would make more sense in the above case, Blender -> Ogre (from PyOgre, with parts in C++) -> OgreODE as a physics engine or Blender -> GameBlender
The thing is, i've realized, the only physics i'm really going to be using is reactions to impact in combat. A;though, i would like to be able to break down a mesh wall or something or have some kind of world interaction otherwise.
I'm mulling over making a 3d isometric roleplaying game in the spirit of Fallout (kind of, but different), with turn based combat. I intend on making all the art/assets in blender3d.
I've noticed that blender 3d has a game engine that comes along with it which has physics incorporated with it, along with some nice functionality.
What would make more sense in the above case, Blender -> Ogre (from PyOgre, with parts in C++) -> OgreODE as a physics engine or Blender -> GameBlender
The thing is, i've realized, the only physics i'm really going to be using is reactions to impact in combat. A;though, i would like to be able to break down a mesh wall or something or have some kind of world interaction otherwise.