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The book in a nutshell:

  • Pages: 448
  • Figures: 317
  • Files: 100
  • Release Date: June 20th, 2013
  • Publisher: Cengage Learning

Where to buy the book?

Where can I get the sample files?

Some people reported problems in finding the companion files. The official link is www.cengageptr.com/downloads, but if you want a direct links you can go here.

How to get a copy for evaluation?

  • If you are considering to adopt this material in a classroom, request a copy directly with Cengage.
  • If you want a preview of the chapter one, download it here. (or use the “Look Inside” option in Amazon.com)

What does the book cover?

The book is organized in the following chapters:

  1. Blender in a Nutshell
  2. First Game
  3. Logic Bricks
  4. Animation
  5. Graphics
  6. Physics
  7. Python Scripting
  8. Workflow and Optimization
  9. Publishing and Beyond
  10. Case Studies

We start covering the basics of Blender for new comers followed by a simple game project from start to end. That should give the reader the perspective of the components of the Blender game engine important for making your own projects.

The following chapters  are self-contained, each one with its own approach. Most of them have tutorials and short projects focused on the presented tools. Finally, chapter 10 gives the reader a perspective of real usage of the Blender game engine presenting 10 projects from different artists around the world explained by the authors themselves.

What version of Blender does this book cover?

The book covers Blender 2.66a fully.

Will there be an ebook?

Yes. So far online for Kindle (and in the USA), but other options and regions should be available shortly. For the Kindle version get it here.

About the authors:

Mike Pan is a CG generalist who started using Blender 10 years ago, before it was open sourced. Mike’s interest in Blender includes everything from special effects to compositing, and from real-time graphics to scripting. He has given talks at the Blender Conference in Amsterdam, hosted workshops at the View Conference in Turin and Blender Workshop in Vancouver, and conducted a three-day Blender course in Kerala, India. Mike is currently the lead programmer for a two-year project at Harvard Medical School to develop a biomolecular visualization software using Blender. Before that, he worked at the University of British Columbia with Dalai on a marine ecosystem visualization project. Mike lives in the always-raining Vancouver, Canada. You can find him at mikepan.com.

Dalai Felinto, who is currently living in Vancouver, Canada, was born in sunny Rio de Janeiro, Brazil. He has been using Blender since beginning his undergraduate studies in Architecture and Urban Planning in 2003. His participation in the Blender Community includes papers, workshops, and talks presented at events such as BlenderPRO in Brazil, Che Blender in Argentina, Blender Conference in Amsterdam, View Conference in Turin, BlenderVen in Venezuela, and Blender Workshop in Canada. He has contributed patches and code to Blender since version 2.47. Dalai uses Blender and the game engine in his work as a science communicator at the University of British Columbia, Canada. However, his day job doesn’t stop him from doing freelance Blender projects around the world. His latest works have been for Italy, England, and the Netherlands. Dalai’s dream career move is to land a job in the movie industry, working at Pixar. Follow his adventures at dalaifelinto.com.

Mike_Dalai

 

Bonus Question: How did this book help the game engine?

One of the reasons it took us almost three years to complete this project was to make sure it would cover all the game engine latest developments.

We were alarmed that some areas of the BGE (Blender Game Engine) could/should use a revamp. I’m one of the BGE developers, so we made the decision of taking the book writing and some needed development side-by-side. That includes a lot of changes in the UI, the support for unicode and ttf fonts, and the removal of texface properties in favour of per-material settings, and lots of bug fixes.

It wasn’t an easy call because we knew the book delay could harm the book sales. However my first concern was into making sure we were proud of the engine we were talking about. And even though we both make a living out of working with Blender and the game engine, we knew there were room for some pressing improvements.

We finally settled on the 2.66a. And before handing all the manuscript to the publisher, in the author review phase we made sure things were updated. From there on people can follow the release notes of new Blender and it will be fine.

The book companion files (over a hundred) also helped to test the BGE itself. Just to illustrate it, we were short in time prior to 2.66 release and couldn’t dedicate time to test the official release (somehow to finish a book takes time (: )). We then worked closely with other developers to have 2.66a stable as far as the animation, uv materials, and multiplatform support goes. The result? between 2.66 and 2.66a alone we had 15 bugs fixed by the bge developers (some by myself directly, and others by fellow programmers). And all the book files are working in 2.66a as they were originally conceived in all major platforms (Linux, Mac and Windows).

We hope you enjoy the book!

Feel free to drop us a line with any feedback or commentaries you may have.