Sunday, September 16, 2012

Relearning Blender

So about four years ago I started learning game development using a combination of Blender for modeling and JMonkeyEngine for the game engine.  Recently I dug up that old code to try to pick up where I left off.  Both of those programs are now many versions ahead of where I left them though, so it's time to do some relearning.  JMonkeyEngine I'm going to scrap in favor of Unity3D.  There seems to be a lot more community support for Unity and it has the advantage of being able to compile to almost any platform out there (including ios and android).  Plus, it uses C# instead of Java.  C# has really grown on me as a language.  Especially with some of the functional programming constructs they've added.  Generics, lambda expressions, and custom iterators (with IEnumerable) make for some very pretty code in my opinion.  But I'll talk more about C# and Unity later.  I wanted to talk about Blender here.  Now, don't get me wrong.  I love Blender.  It's free, open source software that can do absolutely amazing things.  But it can be a real bitch to learn.  There are just so many controls and options and modes and sometimes clicking here does one thing and other times it does another thing and arrrgh.  Plus they moved everything around since the last time I used it (now on version 2.6).  But I'm slowly relearning how to do things.  I recently added a running animation to the Megaman Z render I made years ago.  I think it came out alright.

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