(i wish this was rst)
very old, originally was: (soft) realtime / GameEngine s for 3d CharacterAnimation s, to be used in MoverThesis:FrontPage. we have since used SoyA and OgrE
input welcome, so don't hesitate to comment! (or to request editing rights)
| engine/feature | SoyA | GameBlender | CrystalSpace? | NebulaDevice? |
| CharacterAnimation | Cal3D integrated, seemingly nice way to control it too. mixing movements untested(?) but prob. works as usually with cal3d | BlenderArmature system, no mixing of multiple movements affecting same bones | (Cal3D?) | (dont know / remember) |
| PlatformAvailability? | GPL source, uses crossplatform Python libs, developed on Linux | GPL source, binaries to mac, win, linux, irix, bsd, .. | GPL source, used on mac, win, linux etc. | ? source, ? |
| PythonBindings? | engine itself written mostly in python, nice programmability | GameLogic API, scripting / actual Blender drives the Python side, restricted to using actuators | exists? | yes (besides the original tcl?) |
| ContentCreation? | animated characters can be imported from blender. there's a world editor that interoperates with Blender (gets objects from there) | is integrated into Blender itself, so models and animations (+ lights etc.) can be set up and worked on there | every project has their own way? | dunno |
more info -- Thu, 20 Oct 2005 15:10:27 +0300 reply
http://www.devmaster.net/engines/ http://mediawiki.blender.org/index.php/Competitive_Analysis/GameEngines
... -- Wed, 05 Jul 2006 05:38:38 +0300 reply
crystalspace has character animation support using cal3d, skeletal genmesh (crystalspace native skeletal format), and spr3d (crystalspace native vertex animated mesh format). all can be generated from blender, but native formats have better exporter and also are better integrated in the workflow. crystalspace/cel support for cal3d is also very extensive.
also has very nice and extensive python bindings both for crystalspace itself and cel (higher level game engine plugins for crystalspace). blender2crystal exporter supports handling python behaviours for objects directly from blender, as well as editing them from blender.
content creation is pretty tighly intergrated also nowadays, and all content can be handled from blender/blender2crystal, other mixes with custom setups are supported, and big projects use this as allows different people working on different environments better (see the ecksdee and crystalcore projects for example).