On 10/30/06, Ryan Gahl <[EMAIL PROTECTED]> wrote:
Well I think just the D3D/OGL abstraction would make it pretty appealing. You'd also gain a fully evolved scene graph management system, particle system, drop-in physics engines (ODE is nice), or a built in one, a large core UI widget library, and more. There's no reason why a new SL client couldn't add to the user experience a little with some of these niceties. Resolving client-side updates to the SL servers and their APIs would be a matter of mapping Ogre events to the appropriate packets. Not trivial by any means, but by golly mapping is a heck of a lot easier than re-inventing wheels.
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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Ryan Gahl
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Athena Group, Inc.
Inquire: 1-920-955-1457
Blog: http://www.someElement.com
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Tom Wilson
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KI6ABZ
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