Logic Context

The Logic Context is meant for making interactive 3D-animations in Blender. Blender acts then as a complete developement tool for interactive worlds including a gameEngine to play the worlds. All is done without compiling the game or interactive world. Just press PKEY and it runs in realtime. This Book does not cover the realtime part of Blender, because it is a complex process which has the full attention of a seperate Book. Furthermore going Open Source Blender had to discard some of its libraries which were closed sourced by third parties, hence Open Source Blender does not have a full Game Engine (Yet) and you must use Blender 2.25. Hoever we like to give you a overview what can be done how with Blender. Visit our website www.blender.org to see the latest developements of the gameEngine and find tutorials giving you a start in interactive 3D-graphics.

The Logic Context buttons are the only one not yet divided ito Panels, mainly because they are mostly unused in 2.30. They can be logical seperated in to parts. The left part contains global settings for elements of the game.

This includes settings for general physics, like the damping or mass. Here you also define if an object should be calculated with the build in physic or should be handeled static or forming a level. Here you can also define properties of game objects, these properties can carry values which describe attributes of the object like variables in a programming language.

The right part of the RealtimeButtons is the comand center to add game logic to your objects and worlds. It consists of the sensors, controlers and actuators.

Sensors are like the senses of a lifeform, the react on keypresses, collisions, contact with materials, timer events or values of properties.

The controlers are collecting events from the sensors and are able to calculate them to a result. Simple actuators are just doing a AND for example to test if a key is pressed and a certain time is over. There are also OR actuators and you also can use python-scripting to do more complex stuff.

The actuator are then actually do things on the objects. This can be applying forces to objects to move or rotate them, playing predefined animations (via IPOs) or adding new objects.

The logic is connected (wired) with the mouse amongst the sensors, controlers and actuators. After that you are immediately able to play the game! If you discover something in the game you donīt like, just stop, edit and restart. This way you get fantastic turnaround times in your developement.