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I'm new to programming in blender game engine. I want to investigate the Q-learning AI using blender game engine. For this purpose I want to make 3d pong. It will look something like this: enter image description here

The game will contain two boards and one ball. I want to capture data from two cameras and feed it into the Convolutional network and find an optimal actions (Q-values) according them: enter image description here

I was faced with the problem of obtaining images from cameras in blender game engine. Can anyone help me with this?

Ideally I need transform images to arrays and transfer data using sockets. But, as a last resort, I'll be happy with the option of saving images into folders.

I will not satisfied with the screenshots, using bge.render.makeScreenshot(filename), because I need multiple cameras.

If I succeed in this, I promise to make a tutorial in Youtube about it and share all source files ;)

Sorce files

Many thanks!!!

ADDITION: I've tried to use script from this link:

from bge import logic, render

camList = logic.getCurrentScene().cameras
cont = logic.getCurrentController()
own = cont.owner

cam1 = camList['Camera_LEFT']
cam2 = camList['Camera_RIGHT']

width = render.getWindowWidth()
height = render.getWindowHeight()

cam1.setViewport(0, 0, int(width/2), height)
cam2.setViewport(int(width/2), 0, width, height)

cam1.useViewport = True
cam2.useViewport = True

folder = '//image-#.png'
render.makeScreenshot(folder)

It gives me right view in viewport: enter image description here

But, screenshot in my directory is still from 3d view (((: enter image description here

Please, give the source files.

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  • $\begingroup$ try using this script from a related q and then use render.makeScreenshot $\endgroup$
    – ruckus
    Aug 19, 2017 at 17:11
  • $\begingroup$ let me know if this solves your problem so i can make an official answer and we can close the issue $\endgroup$
    – ruckus
    Aug 19, 2017 at 23:37
  • $\begingroup$ I suggest to check the BGE API. Have a look at the VideoTexture section. ImageRender.image should be what you are looking for. - this is just a comment as an answer should provide much more detail. $\endgroup$
    – Monster
    Aug 21, 2017 at 4:25

1 Answer 1

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I found the answer!

Thanks ThaTimst3r for his video on YouTube: /watch?v=e4KNstJhFeA&index=1&list=LLNnIYCXmFzdsaND3RsqYSdA

enter image description here

We need to add two planes which we will use for our "screens". These screens need different textures. So, we need to link the materials of screens and cameras. For this purpose, in each screen, we create two properties: the material and the camera.

The values of properties have to be the same as name of material and name of camera respectively.

Next, in our code we will link them:

camera_name = obj['camera_property']

and

matID = texture.materialID(obj, 'MA'+obj['material_property'])

Let's render texure from camera:

renderToTexture = texture.Texture(obj, matID)
renderToTexture.source = texture.ImageRender(scene, cam)

So, final we have the effect what we need. We can even set the resolution of images:

enderToTexture.source.capsize = [500, 500]

And convert images to arrays:

imageArray = texture.imageToArray(renderToTexture.source, 'RGB')

Thats all, I think.

If you have comments, I will listen them with pleasure =)

All source files.

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