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Dog Walk: Blender Studio's official game project
- mkw5053 1y agoVery cool, I wish there was a web version though! I have no idea how difficult it would be to port.
- i80and 1y agoNot their first time around the block! https://apricot.blender.org/ https://apricot.blender.org/ It's nice that the free game engine options are so much richer now than they were in 2008; if memory serves they had trouble implementing Go Frankie fully in the blender game engine, so they made one version in BGE and another in Crystal Space. Now you can just use Godot.
- Wowfunhappy 1y agoIs apricot any good? I happen to love 3d platformers, but the trailer was not encouraging.
- deleted 1y ago[deleted]
- spauldo 1y agoIt didn't feel finished to me - you could wander around the forest and interact with some stuff but I was never able to figure out what the "game" was. That might just be me, though - I'm not a gamer, really. Note this was the old Blender before the UI rework and the game engine used here was removed from Blender. I believe the game engine stuff they have now is completely different code.
- 3036e4 1y agoI bought the Apricot DVD (or was it a CDROM?) to support Blender, and I still have it somewhere. I think all the contents (assets) were also posted online later anyway. Game seemed more like a tech demo and it did not run very well at least on my computer back then. Still like the old Blender UI, in some ways it felt less bloated and easier to use than the newer "friendlier" UI, but I am happy to hear they moved on to focus on Godot support instead of maintaining their own game engine.
- TimByte 1y agoWhat Go Frankie would've looked like if they had Godot back then
- deleted 1y ago[deleted]
- manbash 1y agoThis looks great. Just a note though that this is "free as in beer". If you want the source code you'd need to login and pay, it seems. https://studio.blender.org/projects/dogwalk/gallery/?asset=8119 https://studio.blender.org/projects/dogwalk/gallery/?asset=8...
- Wowfunhappy 1y agoIt's free as in freedom! > The license of our sources is a bit muddled. We'll try to clear that up asap. The full production repository is CC-BY since it mostly includes the original art assets. The source code of the game is GPLv3 since since [sic] that makes more sense for the code base of the project. They just aren't distributing the source for free, it seems, but you are free to redistribute it however you'd like.
- manbash 1y ago> They just aren't distributing the source for free, it seems, but you are free to redistribute it however you'd like. Yes, that was my point. I will know the license when I see it in the distributed code :)
- Wowfunhappy 1y agoBut it's still open source! https://www.gnu.org/licenses/gpl-faq.html https://www.gnu.org/licenses/gpl-faq.html > If I distribute GPLed software for a fee, am I required to also make it available to the public without a charge? > No. However, if someone pays your fee and gets a copy, the GPL gives them the freedom to release it to the public, with or without a fee. For example, someone could pay your fee, and then put her copy on a web site for the general public.
- cyphar 1y agoBut they are distributing binaries of the game to the public for free[1] -- the text you quoted describes the exact opposite situation to what is happening. In this particular case you cannot charge separately for source code under the GPLv3 -- see section 6(d). Of course, if they are the sole copyright holder, they can dual-license things under a GPL and proprietary license (which is effectively what they are doing here -- the DogWalk binaries available from the linked page are not GPLv3 binaries because they are not following the GPLv3 requirements). But this situation is absolutely not permitted under the GPLv3. Otherwise a company could fork a GPL'd project and just avoid releasing GPL'd source code by charging $1B for the source code. [1]: https://studio.blender.org/projects/dogwalk/gallery/?asset=8122 https://studio.blender.org/projects/dogwalk/gallery/?asset=8...
- reader9274 1y agoCan't unzip on MacOS
- reader9274 1y agoFor those stuck with the same issue on MacOS, use the terminal, go to the download directory, and type: unzip DogWalk.zip
- PretzelPirate 1y agoI'm on an M2 and when I have the dog near the stick and it shows the hovering mouse, I left-click and nothing happens other than the do whining. How do I pick up the stick?
- ChrisArchitect 1y agoEarlier: https://news.ycombinator.com/item?id=44554680 https://news.ycombinator.com/item?id=44554680
- HelloUsername 1y agoAlso: https://news.ycombinator.com/item?id=44568106 https://news.ycombinator.com/item?id=44568106
- doodlesdev 1y agoDoes anyone know of a technical breakdown for the development of this game? Apparently, the 3D assets are real paper objects that have gone through a photogrammetry pipeline, but I've found no information about how they did it! A few years ago, I remember Meshroom [0] being the OSS reference for this, but I'm not sure what you'd use nowadays for this. I'm also curious about the Godot stuff, since I would imagine Blender Studio would've used Armory 3D [1] a few years ago to do this, after BGE went defunct. (Happy they went with Godot though, much more promising). [0]: https://alicevision.org/#meshroom https://alicevision.org/#meshroom [1]: https://armory3d.org/engine/ https://armory3d.org/engine/
- drabadur 1y agoThe paper objects were unfolded, scanned/photographed, imported into Blender, and mapped onto 3D Models of the objects; no photogrammetry was used afaik.
- freeCandy 1y agoThey've published a series of articles on this project: >So this is how a lot of our assets ended up being primarily designed in real life as painted paper-cutout models. The models are then photographed, taken apart and scanned. Some paint samples are also created specifically to become tileable. https://studio.blender.org/blog/devlog-papercraft-woods/#making-stuff-real-stuff https://studio.blender.org/blog/devlog-papercraft-woods/#mak... https://studio.blender.org/search/?type=post&project_title=DOGWALK https://studio.blender.org/search/?type=post&project_title=D...
- troupo 1y agoI joked somewhere that Unity remain the only ones who have never shipped a game of their own
- modernerd 1y agoNot for long, though — they're now building something in-house with the help of Konami. https://gamefromscratch.com/unity-finally-start-developing-games/ https://gamefromscratch.com/unity-finally-start-developing-g... https://www.youtube.com/watch?v=mPta7CBDd0E https://www.youtube.com/watch?v=mPta7CBDd0E
- modernerd 1y agoPlayed this for about an hour on release day. Pros: charming character and environment design, beautiful modelling, animation and sound. A good demo of what Blender and a talented team can make. It's worth downloading to experience. Cons: on macOS I saw slow startup (it beachballs for seconds before showing the opening screen), which seems to be a consistent thing for Godot macOS exports. Also choppy performance (stuttering movement in heavy forest scenes, dropped frames). At present it serves as a good promo for Blender but less so for 3D in Godot.
- Xss3 1y agoI dont think godot should really care about mac performance issues tbh.
- fuomag9 1y agoThey should, if they aim for multiplatform support
- bowsamic 1y agoWhy not?
- Xss3 1y agoGaming on mac is a chicken and egg problem and there is no reason for Godot to try to solve it when none of the big players, including apple themselves, are interested.
- whoisyc 1y agoI doubt the typical Godot Engine user is in that segment of the game industry but the big players in microtransaction ridden “gaming” are definitely very interested.
- TimByte 1y agoStill, as a proof-of-concept and Blender showcase, it's super impressive
- brcmthrowaway 1y agoSo what was used here, EEVEE or Cycles?
- cma 1y agoGodot
- brcmthrowaway 1y agowtf!!
- nirui 1y agoProtip: you need to pull the kid when his trying to pull VLC out of the river ice. I was sitting there for a half minute watching him doing it without realizing I'm part of the action. But what do I know? His not asking for help and I'm just a dog.
- TimByte 1y agoThis looks incredibly wholesome. A giant dog wandering snowy woods, helping a kid? That's peak comfort game vibes.
- taneq 1y agoThat description reminds me of https://en.m.wikipedia.org/wiki/Sleepwalker_(video_game) https://en.m.wikipedia.org/wiki/Sleepwalker_(video_game) which I played to death when I was a kid.
- taneq 1y agoArchive link to a playable version, wow I love living in the future! :D Seems like latency might be an issue in the emulated version, though (or I just lost all my skills >.> ) https://archive.org/details/msdos_Sleepwalker_1993 https://archive.org/details/msdos_Sleepwalker_1993
- atombender 1y agoInteresting that they made it with Godot. I thought Blender still had their own Blender Game Engine, but apparently it was officially retired in 2019 [1]. [1] https://en.wikipedia.org/wiki/Blender_Game_Engine https://en.wikipedia.org/wiki/Blender_Game_Engine
- xorcist 1y agoBlender Game Engine lives on in UP-BGE: https://upbge.org/ https://upbge.org/ It's very capable and easier to use for beginners than Godot.
- TeMPOraL 1y agoThanks for the reminder. I had to look, because it wasn't obvious from the main page, but - it does seem to stay more-less current with Blender proper. For some reason I had the impression it's stuck at some ancient Blender version, but I'm glad to see this is not the case. https://github.com/UPBGE/upbge https://github.com/UPBGE/upbge
- jedimastert 1y agoI had no idea! When I was in college I took data from an old potential energy surface library, pulled it into blender, then used the bge for a real time physics simulator
- davexunit 1y agoVery cute little game. The controls feel good. The papercraft art is beautiful. Performance on Steam Deck isn't great, though, averaging 40ish fps when it should easily be a consistent 60.
- qwertox 1y agoSometimes the world manages to heal itself a little bit.
- deleted 1y ago[deleted]
- NewCalculadora 1y ago[dead]