XNA seems to be easy enough to code in, and some people are working on
Tao/Mono.XNA to provide an OpenGL substitute for all the DirectX
stuff.
No, we're not standardizing on anything non-crossplatform for libsl
itself, just a few applications.

On 10/30/06, John Hurliman <[EMAIL PROTECTED]> wrote:
Ryan Gahl wrote:
> Yes, Ogre is an awesome game engine. However, that is not quite what's
> under debate. It's the more low-level question of DirectX or OpenGL as
> the underlying API to the hardware calls. Ogre, I believe supports
> both. Interesting point though.... if the question of OGL or D3D is in
> regards to someone trying to create a robust rendering engine/scene
> viewer... why NOT use Ogre?
>
> The last time I used Ogre, the .NET port was quite good (although it
> will never be quite as complete as the main trunk which is C++, just
> as a matter of resources, and most people still believe managed code
> can't hold a candle to native stuff)
>

I'm not sure that we would gain much by using an existing engine, other
than D3D/OGL abstraction. We have to write our own prim library to build
the prims vertex by vertex anyways, our own model loader and morpher for
the avatars, our own particle system that behaves similar to the SL one,
our own animation file parser, etc. And to clarify, this debate has
nothing to do with the libsecondlife library itself, as libsecondlife is
only a networking abstraction layer, nothing to do with 3D. However, I
am using XNA (DirectX) for sceneviewer
(http://www.youtube.com/watch?v=8IsuQsHO14s) and Adam will be using XNA
for Slight (http://www.libsecondlife.org/protocol/index.php/Slight). I
am not a 3D expert, I actually have no idea what I'm doing for the most
part, and there would be no way I could write this without the debugging
facilities of PIX.

John


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--
--Jesse

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