Game Blender - History

History

Erwin Coumans and Gino van den Bergen developed the Blender Game Engine in 2000. The goal was to create a marketable commercial product to easily create games and other interactive content, in an artist-friendly way. These games could run either as stand-alone applications, or embedded in a web page using a special plugin. This plugin was eventually discontinued, as the inability to sandbox Python resulted in security concerns, though there was a later effort to revive it (an updated alpha version for Internet Explorer, and Firefox and COLLADA support was considered). Another plugin has surfaced named Burster, which enables secure embedded gameplay on websites, with sandboxing and encryption support.

Key code in the physics library (SUMO) did not become open-source when the rest of Blender did, which prevented the game engine from functioning until version 2.37a. Version 2.42 showed several significant new features, including integration of the Bullet Rigid Body Dynamics library.

The open-source navigation mesh construction and pathfinding libraries - Recast and Detour - were integrated during the 2010 Google Summer Of Code. The work was not merged to trunk until 2011. Audaspace was coded as part of the 2010 Google Summer Of Code to provide a Python handle for sound control. This library uses OpenAL or SDL as a backend.

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