Category Archives: blender

Blender: Creating a Custom Modifier

On my quest to create an OpenCL enabled Particle System I realized that I need a way for the Blender Game Engine to know when to render an object as a particles as opposed to a regular mesh. A straight … Continue reading

Posted in blender | 3 Comments

Blender and OpenCL: The Journey Begins

Latest Update: Improved Code, Collisions and Hose And so I embark upon an epic journey, just like that I leave my normal life behind and dive into the depths of Blender’s source code armed only with courage inspired by the … Continue reading

Posted in blender, opencl | 15 Comments

Compiling Blender 2.5

This summer I will be working on improving Blender with OpenCL, specifically integrating and improving particles inside the Game Engine. The first step of course is getting the source code and compiling it. I’m building on two systems, my MacBook … Continue reading

Posted in blender, code | 1 Comment