BookCover

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.

bbc_01

bbc_02_pano

bbc_03Not only beautiful, but one of the few places in the world where you can bike around, enjoy the view and do some coding without any safety worries. I will certainly miss that.

Now, what an interesting timing. In Brazil riots are taken place for reasons I not only vouch for, but would love to take part on. If your local news is not covering any of those, do check the links below for more information.

As a curious contrast, in Vancouver the last riots were thanks to … Stanley Cup (hockey competition). Were they protesting against the abusive expenses in renewal stadiums, privatizing the public space, the lack of counterpart for the population? No my friends, the “protests” were due to the poor performance of the Canucks in the cup. What?!? Yup, go figure.

Meanwhile in Brazil:

For a “tinkering” developer there is no satisfaction like trying your code into production and have it working out of the box. I’ve been coding the 3-D stereo support for the multiview branch with no stereoscopic display, so today was the first time I could see it in action… and it works 😉

I tested top-bottom, side-by-side and interlaced (windowed and fullscreen). For interlaced windowed mode the “swap left-right images” is particularly important.

Caminandes - 3-D still courtesy of caminandes.com

Caminandes – 3-D still courtesy of caminandes.com

The one thing I didn’t test is the pageflip functionality. I came to the realization that my laptop doesn’t support 120Hz displays. I heard it’s working though, so I’m at ease.

I would like to express my gratitude to Dr. Maria Lantin, director of the Stereographic 3D Centre of Emily Carr university of art + design for so kindly open the doors and let me play with their “toys”. The same goes for her lab research team,  in particular Alan Goldman, Denise Quesnel and Sean Arden for taking the time to show their latest (extremely cool) projects and to help setting me up with the 3-D display and projector. And last and not least, for my friend Dr. Barry Po for connecting me with them (thanks Barry!).

For my own records: with the BenQ projector they are using a 3D-XL 3D Projector Adapter from Optoma to convert side-by-side or top-bottom inputs to time-sequential format.

And if you like the Llama, make sure to check the short movie Caminandes.

Related Links: