https://en.m.wikipedia.org/wiki/OGRE
https://www.ogre3d.org/ Sent from my iPhone > On 18 Dec 2018, at 12:49 am, Adam Frisby <a...@deepthink.com.au> wrote: > > Lumberyard requires you host any backend servers on Amazon AWS, FYI. > > Unity will be unencumbered here, but could be a problem for larger > organisations as noted below; but that will only affect active viewer > developers rather than users. > > Godot is decent, although still a little immature - it's getting better > though. Godot/Unity have the advantage of 1st class C#/.NET support. There's > another engine starting with 'X' (something like Xenon) which was open > sourced recently from a commercial studio which might be worth looking into > too. > > Re: Open Sim content in modern engines - the OAR converter linked below > produces a lot of materials, materials = drawcalls, I wrote a script (it's in > our editor pack) which removes the duplicate materials which speeds up > rendering dramatically. 1 drawcall is roughly the same GPU cost as around > 10-20K tris; unless you're using a batching-friendly graphics API like DX12, > Metal or Vulkan. > > My 2c. > > - Adam > > -----Original Message----- > From: opensim-dev-boun...@opensimulator.org > <opensim-dev-boun...@opensimulator.org> On Behalf Of Tommy Anderberg > Sent: Tuesday, 18 December 2018 12:32 AM > To: opensim-dev@opensimulator.org > Subject: Re: [Opensim-dev] Opensim-dev Digest, Vol 53, Issue 5 > >> On Sat, 15 Dec 2018 05:07:36 -0800, Cinder Roxley <cin...@alchemyviewer.org> >> wrote: >> >> As far as Unreal goes, I wouldn?t be caught in the royalty payments mess > >> that all entails. > Good point, spelled out here: > https://www.hypergridbusiness.com/2018/12/new-opensource-vr-viewer-for-opensim-may-be-coming-soon/#comment-4234386321 > > Cryengine uses essentially the same revenue model: > https://www.cryengine.com/ce-terms > > Amazon's Cryengine-derived Lumberyard on the other hand is free to use, with > source available: https://github.com/aws/lumberyard It has various nice > features, including support for VR, Mac, PlayStation and mobile, but > apparently not Linux. > > Unity also seems unencumbered by revenue share requirements, and unless > somebody is going to fund OpenSim viewer developer to the tune of more than > $100k, Unity Personal should be an option: > https://store.unity.com/products/unity-personal > > BTW, in the fall of 2017 I experimented with porting OpenSim content to Unity > using OAR Converter ( https://blog.inf.ed.ac.uk/atate/2017/09/17/oar-conv/ ), > pretty much the functional equivalent to the Unreal demo which sparked this > discussion. > It worked well enough on desktop, but quickly bogged down to unusable frame > rates in VR (Core i5-7600K and GTX 1070 driving an HTC Vive). > Automated and *efficient* conversion of OpenSim content is not easy. > > Besides the big commercial names, there are a few FOSS ones which might be > relevant: https://github.com/collections/game-engines > > Godot ( https://github.com/godotengine/godot ) easily wins the star count, > but Urho3d ( https://github.com/urho3d/Urho3D ) also seems capable and > actively developed. Two other engines which might be worth a look are Banshee > ( https://github.com/BearishSun/BansheeEngine ) and GamePlay ( > https://github.com/gameplay3d/GamePlay ). Has anyone here taken any of these > for a spin? > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@opensimulator.org > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@opensimulator.org > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev _______________________________________________ Opensim-dev mailing list Opensim-dev@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev