Hey. So, I renamed the launcher to BlendSling, as there had already been a 'BGLauncher' that launches BGE games before. This version adds a little safety to the launcher by adding in some (very, very, poor, but functioning) encryption to BlendSling from my BlendCrypt project before. What's more, thanks to a suggestion by Moguri from the BlenderArtists forums a few months ago (I was really slow to work on it for some reason), it doesn't decode the files to disk (like BlendCrypt did), but rather decodes them into memory, loading their scenes (and so everything in them) into the game via LibLoad.
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Monday, November 19, 2012
Wednesday, November 7, 2012
bgLauncher on Linux
Hey. So, I ported (or at least tried to port) the bgLauncher to Linux. I don't have a 32-bit version of Linux, so I couldn't test that version, but the 64-bit version seemed to run alright, though you can't spawn a terminal from it, so the "Keep Terminal Open" option is useless. Also, it would appear that you can't change the full-screen resolution - it will always be at desktop resolution (though that might be something to do with Linux or my graphics card and driver moreso than the BGE). Both versions of the launcher are present in the download. It requires 7-Zip to unzip. It can be found on the bgLauncher post here. Have fun!
Labels:
BGE Resources,
bgLauncher,
Blender,
Game Development
Sunday, November 4, 2012
bgLauncher - Launcher for BGE Games
Hey. So, I made a launcher for BGE games, something like Unity's launcher. It basically is a standalone executable that will run a blend file named game.data or game.blend that's in the same directory as the launcher, and with the command-line arguments that you specify (no mipmaps, specific resolution, fullscreen, etc).
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