Hello Maik,
On 05/04/2013 05:23 AM, Maik Klein wrote:
> First of all I am studying computer graphics in Koblenz which seems to
> have a partnership with OpenSG. (I am actually not sure what this means)
>
> Currently I want to research game engines. I read tons of books and but
> I still lack some knowledge. I thought I would start with a scene graph
> instead of writing one by myself.
>
> Now performance and multi threading are crucial for me. I know that this
> are the strengths of OpenSG, but I am also looking at OpenSceneGraph.
hmm, you are not saying what you want to do with the scene graph: do you
intent to write a (game) engine, develop a game, research
rendering/effect algorithms?
For making a game I would recommend on of the open source game engines,
they tend to have better (read: more targeted at the task) tools and
also handle things like input, sound, physics.
For rendering/effect algorithms research I'm not sure I would want to
use any large libraries - for your work you will likely want/need access
to the latest OpenGL extensions and since scene graphs are all about
abstracting low level details they may get in your way - or you'll first
have to gain deep understanding of the libraries rendering system on top
of your own work. Perhaps oglplus (oglplus.org) would be most
appropriate since it's a very thin C++ layer on top of OpenGL - AFAIK it
is C++11 only though, which may cause problems when you need to combine
it with other libs (just guessing here though!).
> It is not obvious to me where the differences are. Your wiki states that
> 80% of all scene graphs are doing the same thing.
> I am not interesting in clustering at all.
> Is there some advantage of OpenSG over OpenSceneGraph for a game engine,
> or are they so similar that it probably doesn't matter?
I'm not sure I know OpenSceneGraph well enough to answer that...
> And does OpenSG support modern OpenGL? Can I use the core profile?
Modern OpenGL: to some extent, not every feature has corresponding
abstractions though (e.g. there is currently no support for tessellation
control/evaluation or compute shaders).
Core Profile: IIRC there is an experimental compile switch that disables
anything that is non-core, but a bunch of things will stop working -
e.g. some fore-/backgrounds, probably effect stages. Often these things
just want to draw a full screen quad and run a fragment shader and as
much as I like modern OpenGL, for that specific case it is just
ridiculously verbose, compared to the glBegin/glEnd way ;)
Cheers,
Carsten
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