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I have a feeling that Blender Game Engine (BGE) is very under-utilized by many of Blender Artists. BGE can certainly do a lot that is not necessarily for game creation, but potentially useful and powerful.

I had looked at BGE some times ago while reading one of the available book on BGE and now decided to look further details.

In the past, I casually made these using BGE:
- Interactive 3D Portfolio
- 360 viewer

Hopefully, we can together come up with simple ideas that can be useful for general usages.

INTERACTIVE + REAL-TIME

Recently, I found some big interest in interactive applications and real-time Computer Graphics creations. Game productions make use of these "procedural" real-time stuffs. Animation (like dynamic), music/sound, shaders, etc. all working and can be controlled in real time.

The great thing about game or interactive applications is its immediacy. Unlike Film production where we need to worry about render time where the result is final, in Game production, we will end up with products and applications that is interactive and continuously being changed and rendered in real time. The users have control over the final product.

I mean, this is obvious, right? But very powerful if you think about it.

If we can connect the interactivity and real-time nature, we can create automation which relates to robotic. Customization is also possible.

UNITY 3D

By some chances, recently I had access to a game design workshop on Unity at Sydney's Powerhouse Museum. It is basic workshop for young brilliant kids (7+), however, I like the approach of going through a complete project from A to Z.

The teacher at Powerhouse Museum, James, said their method is to teach game hollistically. Meaning like going through whole production, not getting too much details with things, but giving enough general (yet complete) understanding of game production and design concepts, so that learners can then continue on their own.

I found that Unity 3D is a very "scripted" game authoring tool. You need to know or understand programming or coding if you want to go far. However, Unity is also very good and organized. I love the Unity interface and workflow.

Unity works well with Blender.

There is this great book on Unity by Penny de Byl:
http://holistic3d.com

The book is very balanced in Technical and Artistic contents.

SCRATCH AND STENCYL

If programming and coding feels scary, you can start with Scratch programming. Then you can move to Stencyl, which is like a more advanced version of Scratch, specially made for game programming.

These kind of tools are great for starting.

Blender BGE & its Python programming

BGE is interesting. Unlike other 3D packages, BGE inside Blender is quite solid. It is probably "limited", but it is sufficient for many applications or game creations, and can be expanded.

I am hoping that slowly, I can collect some informations about BGE and Python game programming and reshare it with you as I understand it.

These areas are what I interest the most

  • Animation and Procedural Animation
  • Procedural Shader (GLSL, CG language)
  • Some scripting trigger and action, such as creating control and automation

USING BGE AS MOSQUITO REPELLANT

Ok, this one is probably the weirdest subtitle you will ever read, that sounds like totally unrelated to Blender.

But read through, it will make sense very soon :]

We are going to create a super simple Colorful Motion Graphics "Mosquito Repellant" using BGE. How can that possible? Let me explain.

Do you often have Mosquito problem at home? Everyone must have experienced how annoying it is to have mosquito flying around before sleeping. You can turn on Air Conditioner, mosquitos are usually afraid of cold temperature. But for me, I don't like using A/C to repell them.

I figure out a strange theory that mosquitos are either attracted or totally distracted by a bright colorful light that keeps on changing. So, if you actually have a "computer screensaver" that keeps on changing color, mosquito will stop disturbing you (hopefully). Work best in a dark bedroom.

NOTE:
If you have iPad or iPhone, I recommend this app called "Flashlight" that allows you to create a changing color. Other smartphones probably can find similar apps.

ANYWAY, for the rest of people without iPad or iPhone, do not be afraid or feel disappointed, we have a computer (with monitor) and Blender, and definitely we can create that "Flashlight" program. Very easily and no programming or coding!

We just need to use this ability in BGE:
Changing Color (RGB) value and Alpha transparency of an Object in Blender and make it Looping.

When I am researching for "how to change Material color" in BGE, I found too many answers. Some answers are too old (older version of Blender) and some are not straight forward. However, luckily, there are few exceptional people that explain and answer the right problem, the right way.

Blender always needs more Blender evangelists and teachers who are developers and artists. Thanks to forum like Blender Artists and many blogs out there, everyone can continue advancing their Blender skills.

This one video tutorial helps me a lot.
http://www.youtube.com/watch?v=jodWo9ryb4E

Another one also really good demo showing the capability.:
http://www.blenderartist.org/forum/showthread.php?299708-Changing-opacity-of-objects
http://www.youtube.com/watch?v=N2jbxH3BTyQ

More useful links that is related to the topic:
http://blenderartists.org/forum/showthread.php?126051-BGE-materials-textures
http://blenderartists.org/forum/showthread.php?325609-How-set-object-s-material-and-texture-in-game-using-python-script-BGE-python
http://blenderartists.org/forum/showthread.php?202264-Changing-material-in-bge

So, apparently there are many ways you can setup "Object with changing color" using BGE:

  • Use Python scripting way to change color in realtime, this is more sophisticated and can make a more interesting application.
  • Use Blender Actions (Animation). Luckily, thgis method is actually quite simple. It can be made by anyone, even someone who use Blender for the first time.

Once you have the Material setup for object and simple animation of changing color, you then just need to LOOP the animation of changing color and then run the BGE creation as a Standalone application.

Enough talk, let's make it.

1. Startup BGE scene
What we are going to create is very, very simple. We just need an object that continuously changes color overtime. Since the final will be a BGE application, it will run in realtime.

ENVIRONMENT: Set Blender to "Blender Game" environment. You should find this option at the top bar.

CAMERA: Reset the default camera, zero the Position and Rotation in the properties and then slightly bring it up.
The final Game/Application should make use of this camera view.

For our application, we really only need a flat basic Plane Mesh with Material that changes color.

Just for reference (on how camera is facing the senece, I added Suzanne the Monkey object, I smooth her and add some divisions. The setup is like below. We can have 3D view on the left and another 3D view on the right layout.

Remember hitting P will activate the Game Engine and hitting ESC will escape that running BGE.


We can test our BGE application using Standalone Player. Which should result like below. You see how in Standalone app we are getting a view from camera. This is what we want.


We get just black looking render, because we have not applied shader yet. We will do that next.

You can set Standalone playback test to be Full Screen.

2. Apply GLSL Materials
Change BGE environment setup to use "GLSL" for rendering. --- CORRECTION: Use "MultiTexture" if you want below to work.

Add some Materials to the object. For my scene, I give Blue Material for the flat Plane and Red Material for the Monkey.

Test the game.


That is the default basic materials. Notice how the default light is shading the scene and the Materials look quite nice.

Look at this old BGE tutorial, I like the simpliticy of this tutorial and look at the result, it is so good looking even back then. Today, with GLSL render, we can get a lot better looking result:
http://otothecleaner.free.fr/tutorials/LevelDesign2/level4/level2-4.html

3. Get rid of jaggies/aliasing.
You may notice the jagginess of Suzanne. We do not really need Suzanne but anyway, increase the AA (anti-aliasing) Samples to higher than zero and now you have a nice smooth blending between Suzanne and the background.

No jagginess on the edge of the monkey.
I actually like BGE real-time renderers look. With proper texturing, nice GLSL shader, you can have a very nice 3D visualization. Definitely something to explore at later stage.

4. Make flat Material (WARNING: Blender Bug) --- Read below, but SKIP FOR LATER
For our purpose, we do not really need a light shading, we actually just make the Material = Shadeless.

HOWEVER, if you at this stage make the Material = Shadeless, there is a bug in BGE that will completely make the next step is not working.

So, I think it is best to make the Material shader flat later. Please skip this step for later.

I recommend you to create Color Animation first, then make Shadeless.

NOTE: Unfortunately BUG like this happens. It took me a while to figure it out. I need to report this to Blender Foundation.

I could be wrong about the bug, but I am using Mac, and I tested many times, if I change Material to Shadeless, I use the ability to animate material color overtime.

CORRECTION:

The reason animation didn't work is because I use "GLSL" mode for BGE. Use "Multi Texture" for BGE instead.

If you want GLSL mode to work, you need to use Object Color. You can animate Alpha (transparency) of object this way.

If you make Shadeless before animating, you will not get the animation as expected. Weird and very annoying bug.

5. Changing Material Color
To change material color overtime, we simply animate the Color RGB. Set keyframes on Material Color, and change the color for 100-150 frames. The animation range is up to you actually.

6. Loop the animation in BGE.
This step is the most important for Blender Game Engine. We will LOOP the animation using Action actuator.

SENSORS: Always (enable that button greyed below)
CONTROLLERS: And
ACTUATORS: Action (use Ping Pong, set the Start and End Frame).

Ensure you select the right action related and linked to the object.

Connect all three.


You are basically done and if you playback in realtime, you will create an app that will repel the mosquitos. Really.


It's very simple, but you just created an applications that will work on any operating systems.

You can export it as a packaged app on Mac or exe on PC. Just enable the export as Stand-Alone Running Game inside the Add-On menu.

OF COURSE:
- You probably should add some basic UI to quit the app, etc. Simple controls/interactivity to rotate the monkey for example.
- Add other beautiful looping things

You may think you do not learn much, but wait for the next post in the series. This simple LOOPS is enough for you to create many useful apps. Even interactive point and click games for kids.

This looping thing is an introduction. You can create multiple scenes and add some button interaction to jump to different scene quite easy in BGE.
  • INTRO SCENE
  • LEVEL SCENE
  • CREDIT SCENE

BGE Color Changing, the Python Way

Below is a quicky example:


EXAMPLE CODE:
import bge
import random

cont = bge.logic.getCurrentController()
own = cont.owner

# print(random.random())
myR = random.random()
myG = random.random()
myB = random.random()
myAlpha = 1.0

newColor = [myR, myG, myB, myAlpha]

own.color = newColor

So with above Python script, we can randomly update and change the "Object Color". Apparently it is rather simple to modify the "color" attribute of Game Object like above.

Related Links:

Below is a really good YouTube channel to learn about BGE and Python scripting:

I will talk more about this in the next post. Don't rush in into Python Game scripting if you are not familiar with Python scripting.

What better is to understand the BGE workflow first. Knowing what can be achieved without script (with node alone) and with script.

In few weeks to come, I will borrow Mike Pan's book on Blender Game Engine (BGE) from the library, by then hopefully I can understand BGE better.

REGARDING THE GLSL PREVIEW BUG...

GLSL should be the mode where our game just works and displaying properly, but as you may notice, in 3D view, if we tap the P, the GLSL mode does not work properly. But it works on Stand Alone Player!

I am asking this GLSL issue at the forum here:

There is somewhat this "inconsistency" of Multi Texture mode, GLSL mode in BGE that sometimes bug me. Such as having to enable "Object Color" in order for GLSL to obey the Action animation of Color. I believe Multi Texture is the older mode for BGE.

Hopefully we get the answer soon.

UPDATE 2014.02.18:

I figure out myself why I am getting a weird result when using GLSL. Viewport Shading: Texture Mode and Solid Mode. It needs to be in Texture Mode!

By default, it is set to Solid Mode. For users switching to GLSL on BGE, when they press P and getting something flat like below:


All you need to do is change Viewport Shading from Solid to Texture.



And you should be getting a more expected BGE realtime playback below:

It was a bit dumb, but anyway, at least if you encountered this, you know how to fix it. I really think it should not be the default result, or at least there is a notification or something.

Now, the GLSL mode will require you to use Actions from "Object Color" if you ever want to animate the Color RGBA (RGB and Alpha transparency). Material Diffuse will not work. I have to double check this again, but I think that's correct. 

FURTHER ON...

Think of different ideas that uses ANIMATION and LOOPING for BGE, you can create SCREENSAVER application this way!

This kind of simple apps is something you can make quite easily using BGE. Of course, from simple apps, we can start building a more complex interactive apps, then games.

GLSL inside BGE

I feel challenged to get into GLSL Programming. I know this is probably more complicated than the OSL, but worth looking into.
http://en.wikibooks.org/wiki/GLSL_Programming/Blender/Minimal_Shader

Looking at some examples of GLSL on WebGL like below is quite amazing:
https://www.shadertoy.com


ONE MORE THING... DEMOSCENE

I don't have much knowledge or experience about things called "demoscene", however, I have seen some DEMOSCENES back then when Internet was still slow. There are some really memorable demoscene, which was tiny in file size, however, it was captivating.

I didn't see "demoscenes" as much, however, I think the artform is still growing.
https://www.youtube.com/watch?v=iRkZcTg1JWU

Now, I am really wondering if Blender Game Engine could be used for DEMOSCENE of some sort. Why not? I think it is there. It's open source, the BGE is great, easy to use. Maybe not 100% DEMOSCENE pure algorithms, however, imagine something that is more interactive, less linear, has some kind of narrative, you got something that is kind of DEMOSCENE. It can be poetic, but most important, it needs to be REALTIME, not rendered. Maybe it also needs funky Machine Made tunes? Tell me what you think in the comments, if you have similar thought. Thanks!

UPDATE 20140216

Researching around the idea of using BGE more than just for game creation, I stumbled into this old post from Blender Nation. Mike's Pan examples. Will check if these examples still work, maybe can learn few tricks.
http://www.blendernation.com/2006/12/03/using-blenders-game-engine-for-more-than-just-games/

In this post, I will talk about random stuff that is not necessarily related to Blender, however, it is in line toward my interest in understanding Blender Game Engine (BGE) and Game Programming with Python.

Or at least the concept of interaction between languages and programs and the real-world mechanic.

MANY LANGUAGES => MANY MACHINES

In recent months, I have been dealing with some programming languages:
  • Python
  • Processing
  • ChucK
  • Scratch
I am also experimenting a little bit with the Raspberry Pi computing (Linux OS, small cheap affordable computer, but can be powerful).

I have not touched much of Arduino board yet, but maybe eventually I am heading toward that direction.

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UPDATE 2014.03.17:
I finally did get encounter with Arduino board and I learned that programming for Arduino is similar to Processing, except that we have more direct connection I/O (input and output) with this hardware microcontroller, which is cool!

Thanks to Powerhouse Museum and Thinker1 Arduino board, I am actually learning some basic foundations. James Oliver is the guy to ask about Thinker1, he is a teacher at ThinkSpace and really good at explaining things.

Anyways, I learn that since Arduino speak like Processing, we could use Processing language to load OSC related library, or you could also use the "serial". Serial is kind of the data being passed from hardware that the computer can then listen to. Arduino board like Thinker1 has Potentiometer (knob) and Button INPUT.

So, if it is in Blender, we could use Python that listen to "serial", if we want Arduino board to control whatever we want in Blender. Or, we could use OSC to control the Arduino board (LED, sound, etc).
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Now, one thing cool about Raspberry Pi is its portability (it is also economic). And moreover, inside the small computer, it has built in Python and Scratch program. It is not capable of running Blender yet, because of the system limitation, maybe in the near future?

All those are not directly related to Blender. However, it is about to get a little bit more interesting once one figure out how to bridge and link all of them together.

Imagine:
- Controlling LED light(s) using Blender
- Controlling Robots motion using Blender.
- Home automation using Blender (if you really want to) --- of course, nowadays is more popular for people to control anything using their smartphone touch or voice assistant like SIRI. But nothing can stop us to use Blender Game interface to control the outside world :)

Well, the above example is probably a bit out of reach, but not impossible! Try something easier first:
- Triggering procedural sound in ChucK using Blender.
- Controlling Blender Game Engine objects, using arbitrary controller
- Using Blender simulation to control real world robot and object.

Again, since I am not from programming, computer science or electronic engineering background, all these are new discovery. I have been always curious on how one program can talk to another program, or how one machine can control another machine. So, if you never program before, we are on the same boat!

Do not be afraid with programming.

Saying that, bridging virtual to real world seems to be something that needs to be explored more and it is going to be a lot easier, only if everyone got the access and tools to do so. Very exciting areas to explore but there are some challenges, no doubt!

BABY STEPS, BABY TALKS

I am very new to OSC (Open Sound Controller) and actually to MIDI controller. Kind of heard about them but not until today that I am really using it.

I am really just a baby in this area. In fact, I feel like in the "kindergarten". However, I remember John Maeda said something like this:
"I’d rather be green and growing than ripe and ready to rot"
http://scholarlykitchen.sspnet.org/2009/09/23/john-maeda-and-the-art-of-staying-green-and-growing/

(John Maeda is one of my hero inspiration.)

With OSC setup, we could use it to control not only sound, but passing the data to drive other things. As much as I am excited when little thing works (and failed), this kind of Bridging stuff can be a bit complicated to setup. But not impossible, just need to follow the steps.

This video kind of talk about OSC in easy to understand manner.
https://www.youtube.com/watch?v=jQD1S27f3dU

I really started with Processing, ChucK, and Scratch as a test bed since those programs already have easy way to use the OSC protocol.

So, the first few steps, I manage to do this "TALK" between apps:
1. iPad => MIDI Controller => Processing => visual trigger
2. iPad => MIDI Controller => ChucK => sound trigger
3. iPad => TouchOSC app => Scratch => trigger some animation, action, sound

I don't need to get into details of all those, but basically, it is quite interesting when we are able to TRIGGER ACTION from and within app and external hardware/controller.

Scratch is the easiest to implement and execute. There are 2 versions of Scratch: 1.4 and newer 2.0. I use the older one:
http://scratch.mit.edu/scratch_1.4/

So, I will use both SCRATCH and BLENDER to help us understand this whole OSC business.

This is one of my inspirator: "How BGE and Scratch can inline"
http://www.youtube.com/watch?v=nCFVJYpz_vk

With Blender, I am sure someone out there is already doing some works related to OSC and automation. And since Blender speaks Python, there must be Python library we can use.

For most of these experimentation, I realized how often we still need to be dependent on someone else's code (more experienced coder) and previous research.

I guess this is totally fine, we really do not need to unnecessary re-invent the wheel, as long we give credits back to the coder and understand what is happening to then use it for our own goal and usage. This is indirect collaboration and totally cool.

BRIDGING BGE, PYTHON and OSC

We know that Blender speaks Python 3.3 and BGE (Blender Game Engine) can do real-time and dynamic value changing and triggering things. So... this is exactly the topic and keyword I use when researching using Google. A little bit advanced topic, we need to tackle it step by step.

THE CHALLENGE:
Make Blender to talk to Scratch using Python.
http://wiki.scratch.mit.edu/wiki/Remote_Sensor_Connections

BLENDER PYTHON => OSC => SCRATCH
(not yet BGE, but eventually go that way).

Let's see how this journey actually goes...

1. Scratch bridge via OSC:
Scratch has built in Remote Sensor and this means, as long we can create OSC bridge from external, we can trigger things inside Scratch, easily.
http://www.kasperkamperman.com/blog/scratch-osc-bridge/

I tried using iPad TouchOSC app following the above method and it works. The "Scratch OSC Bridge" program, which is created in Processing (Java) by KasperKamperman is a handy little helper.

2. Scratch can communicate via Python 2 and 3 and OSC (indirect method)
We always need to be aware of the Python Library we use, to make sure the version will work with Blender Python 3.3.

Scratch and Python 2.7
http://wiki.scratch.mit.edu/wiki/Communicating_to_Scratch_via_Python_with_a_GUI

Scratch and Python 3.3 (didn't work as smoothly)

I thought that I could just copy paste and use the Python 3.3 script inside Blender to send message to Scratch. Somehow, it failed.

So, I am using a different Python Library, luckily below works, otherwise I am stucked.

4. Python scripting can help with OSC sending and receiving stuff.
Python is really the ULTIMATE KEY here, when we want to talk to and from Blender to the outside app or external hardware. OSC is also the SECOND KEY. We want to be able to send message to specific ADDRESS and PORT.

Dealga McArdle (Blender Scripting blog master) gave me a really nice hint: Try Python OSC Library for Python 3.3.
https://pypi.python.org/pypi/python-osc#downloads

>> INSTALLING 3RD PARTY EXTERNAL PYTHON PACKAGE AND MODULE
I have probably touched this topic at some point, but just to refresh again. If you want to bring in 3rd party Python Library from outside to be used inside Blender, simply place it here:
C:\Program Files\Blender Foundation\Blender\2.69\python\lib\site-packages

So, remember: site-packages is the folder where you want to put outside Python script.

Restart Blender, and then Blender can then source and import the Python library (module) as needed.
from blah import blah

So, I tried and I manage to make Blender talks to Scratch, receiving OSC Path and Message.

Thanks Dealga for example code, this is the original code (I think Dealga is playing with Pure Data or ChucK)
https://gist.github.com/zeffii/7264092

EXAMPLE CODE: (Blender talk to Scratch to randomly move the cat in X and Y)
import time
import random
from pythonosc import osc_message_builder
from pythonosc import udp_client

tick_duration = 0.1

ip = "127.0.0.1"
port = 8000
client = udp_client.UDPClient(ip, port)
osc_msg = osc_message_builder.OscMessageBuilder

for j in range(50):
    value_a = random.randrange(-240,240)
    value_b = random.randrange(-180,180)
    value_c = 3
    
    message_out_list = [value_a, value_b, value_c]
    
    msg = osc_msg(address = "/BLAH")
    for i in message_out_list:
        msg.add_arg(i)

    print(message_out_list)
    msg = msg.build()
    client.send(msg)
    time.sleep(tick_duration)

print("-" * 50)


SCRATCH CONTROLLING ROBOT...

If Scratch ables to control Robot, Blender can too...
http://www.dexterindustries.com/BrickPi/program-it/scratch/
http://www.dexterindustries.com/BrickPi/

Python...

If there is Python, we can probably control it using Blender Game Engine (BGE).

Something like this:

But how?

TO BE CONTINUED .....

LINKS

Blender and Scratch
http://www.youtube.com/watch?v=nCFVJYpz_vk

Blender BGE Python Tutorial
Kris Occhipinti
http://www.youtube.com/watch?v=g6CjnC1T0lA

http://www.surreal.asturnazari.es/node/178

PureData and Blender: (In French language)
http://wiki.labomedia.org/index.php/Communication_entre_Pure-data_et_Blender_en_OSC

MKRdezign

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