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 Q&A

Clive Jackson
CEO Pelican Crossing, Inc.

 

"Blink 3D has a number of core engines each with a proven track record in AAA game titles. For graphics, Blink 3D uses the Ogre graphics engine which is one of the most, if not the most sophisticated graphics engines available today on the PC. For physics, Blink 3D uses the Ageia PhysX engine which is arguably the number one commercial physics engine available today."

< Blink 3D in FireFox Browser

   
Q1 Could you please tell me what are the key new features of Blink 3D v 1.1?
A1 The main features of Blink 3D 1.1 are support for video and HTML as materials. With the video you can stream common video formats using HTTP or RTSP into the 3D environment and then apply the video image as a material onto 3D objects. You have full control over the material just as you would if the image source were a .jpg or .png file. We are particularly pleased with the small impact on the FPS. You can also stream MP3 files using either HTTP or RTSP.

Streaming of HTML as a material works pretty much the same way that the video material works. However, the HTML page can be either a static one time image or it can be live so you can see Flash animations for example. You can also interact with the HTML page. Using the BlinkScript API you can send it mouse clicks and execute JavaScript. This means you can effectively drive a 2D Web page from within a 3D environment and see the results. We plan to add in more features to make this process even easier.

   
Q2 Applying an HTML page as a texture is a cool idea. What kind of new applications can we build with this feature?
A2 We are only just beginning to understand the possibilities ourselves. It obviously enables mashups between things like Google Maps or Google Earth and virtual worlds. Flash animations can be played as textures on objects. Basic searching or blogging can be incorporated into an environment as well.
   
Q3 What is the best way to learn using Blink 3D?
A3 I think I would have to recommend first watching the Getting Started video on our home page, then install the trial version of the Blink 3D Builder and then, dive in and get your feet wet. The interface for the Blink 3D Builder is easy to understand. Once you have added and configured one object, you have essentially learnt the basic workflow. If you run into problems, the forum is the best place to find answers. We have an active and friendly community who are very helpful and responsive to newcomers.
   
Q4 How can a graphic artist import 3D assets in Blink 3D? Is it an easy process?
A4 The process is pretty straight forward. Depending on the 3D modeling package you are using, you may have support for exporting to .mesh format built in already or you can use exporters that work with 3DS Max, Maya, Blender, XSI, Lightwave, Milkshape and AC3D.

Once the exporter is installed, it is a simple matter of exporting your model and its material to a directory. Then, in Blink 3D there is a New Model Asset wizard that will guide you through specifying the needed files. The Model Asset is then created and available for use in your project.

   
Q5 Creating interactions such as a running character, or physics animations normally require special skills. Can anyone build an online game with Blink 3D?
A5 It really depends on the sort of game you are trying to build. We are adding new Behaviors all the time to make it easier for non-programmers to create animations and add interactivity. However, we have a ways to go before people will be able to build their version of Half-Life II without writing any code. Using Blink 3D’s Behaviors are fine for casual games but you will need to do some programming if you want to go beyond this.

The Blink 3D Behaviors are very useful for triggering animations, creating physics joints, playing sounds, detecting access to specific areas, etc. However, we have not yet created Behaviors to help with AI, scoring or inventory control. If you are a programmer, you can add this yourself.

   
Q6 In a tutorial video on your web site, you show how to create a physic animation between a cube and a wall with few clicks. Are all interaction so easy to implement?
A6 Yes, the basic approach is the same, add a Behavior and then configure it. All the properties have defaults and valid ranges. Where a name is required, you can only choose from a list and the only includes objects that are valid in that context. So it is pretty hard to go wrong and, as a result, it encourages you to explore and experiment.
   
Q7 Are modern rendering techniques such as shadows, shaders, HDR can be used with Blink 3D? Are all of those stuff available on line?
A7 Yes, Blink 3D supports shaders and 5 different shadowing techniques including custom shadows using shaders. You can program your shaders using: Cg, DirectX 9 HLSL, OpenGL GLSL and ASM. HDR can be easily achieved with Blink 3D’s compositors which are full screen post processing effects. Other effects that are available out of the box include: Bloom, Embossed, Black
And White, Glass, Invert, Laplace, Old Movie, Old TV, Posterize, Sharpen Edges, Tiling, Gaussian Blur, Motion Blur and Heat Vision.
   
Q8 Is Blink 3D a good product for developing serious games? Is it stable enough?
A8 Yes, very much so. Blink 3D has a number of core engines each with a proven track record in AAA game titles. For graphics, Blink 3D uses the Ogre graphics engine which is one of the most, if not the most sophisticated graphics engines available today on the PC. For physics, Blink 3D uses the Ageia PhysX engine which is arguably the number one commercial physics engine available today. Again, this engine is used in a number of high profile commercial games. Blink 3D also supports the Ageia PhysX Accelerator
card so you can maximize your physics usage. For 3D sound, Blink 3D uses OpenAL which is also used by many top quality games. Blink 3D ties all this together in a format that is suitable for the Web and is scriptable using JavaScript. The Blink 3D Builder is used as a level editor allowing you to add in Behaviors, lights, sensors and animations, etc.
   
 Q9 Blink 3D has capabilities in Internet/network. Is this area not "dead" with products such as VRML that do not succeed? Do you believe in 3D for collaborative applications (chats, games, communities...)?
A9 Quite the contrary, 3D on the Internet/Web is making a resurgence. One only has to look at what’s taking place with online 3D environments such as World of Warcraft, RuneScape and Second Life and that others are going down similar roads to see that virtual worlds are finally becoming very popular. A recent report stated that virtual worlds in the West are currently worth $1bn. Some of this is going to be on the Internet and some of it is going to be on the Web. Pelican Crossing believes that the majority will be Web based
3D, but we also support Internet based 3D environments. Just to clarify here, for us Web based 3D means running inside a Web browser, Internet based 3D means using a custom viewer but delivering content across the internet.
   
Q10 Blink 3D does not produce very compressed file, is it a problem for Internet purposes?
A10 Actually I have to disagree, Blink 3D’s environment files (.env) are highly compressed and use the standard ZIP compression technique. I think you would be hard pushed to compress them any more. Our meshes are stored in the common .mesh binary format which is compressed but can be compressed more. Of course images files like .png and .jpg are already highly compressed and do not really compress any further, the larger and more images you use the bigger the file will be. Other files in a typical Blink
3D environment are text based such as JavaScript programs and material files which compress very well. For example, one project I have here is 13MB uncompressed on disk but in .env format is only 8.7MB. When compressed using the RAR technique the same files compress down to 8.6MB as you see not a very big saving.
   
 
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