Hi. Our team (we only produced OGS Mahjong and now working on an editor
before the next game) has switched from OGRE to OSG 2 years ago. We moved
because of OGRE poor dependencies (
http://opengamestudio.org/lang/en/blog/1262 ), in short:
* FreeImage: doesn't use system PNG, JPG, etc., ships its own versions;
* OIS: outdated input handling with bugs on Linux;
* no examples of GLSL shaders for "simple" things like soft shadow mapping
(now we have a deferred pipeline).

Good like with your transition!

2015-02-26 2:50 GMT+07:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Max,
>
> Welcome to the OpenSceneGraph Community :-)
>
> Robert.
>
> On 25 February 2015 at 19:30, Max Maslov <maxmaslov.k...@gmail.com> wrote:
>
>> OpenMW is a new and modern engine based on the one that runs the 2002
>> open-world RPG Morrowind. The engine (OpenMW) will come with its own editor
>> (OpenCS) which will allow the user to edit or create their own games.
>>
>> Website: https://openmw.org
>>
>> And recent news...
>>
>>
>> > Ogre3D is the rendering engine used by OpenMW since our very first
>> release. Now, the OpenMW team is announcing the move away from this engine.
>> >
>> > Over the course of our alpha versions, Ogre3D has proven extremely
>> useful, enabling rapid development. Thanks to Ogre3D, you can already play
>> a more or less complete game of Morrowind in OpenMW, today, and that is an
>> incredible feat in and of itself.
>> >
>> > However, to get OpenMW into a polished state and to add the last few
>> missing features, we have difficult tasks ahead of us that would either
>> require creating a fork of Ogre3D that behaves the way we need it to, or
>> switch to a more suitable engine. After much discussion, we have settled on
>> the second option.
>> >
>> > Why switch?
>> >
>> > There isn’t one particular show-stopper, but rather the culmination of
>> many different issues.
>> >
>> > One blocker for our 1.0 release is the poor framerate compared to
>> vanilla Morrowind. This comes down to scene management and render API
>> bottlenecks in the Ogre3D 1.x series, which are well understood by the
>> Ogre3D team and have since been addressed in the 2.x series. The original
>> plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since
>> the programming interface changes are significant. However, we have some
>> fundamental concerns about this port:
>> >
>> > Tag points: We are using an Ogre3D feature called “Tag Points” to
>> stitch together the various parts of Morrowind’s segmented bodies. This
>> feature is no longer supported in the 2.x series, so we would have to
>> implement complicated workarounds.
>> >
>> > OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for
>> OpenGL2 hardware. Even though OpenMW was never meant to run on hardware
>> that originally ran Morrowind, we concluded that it is still too early to
>> drop OpenGL2 support, as it would affect a significant portion of our users.
>> >
>> > Material system: Ogre 2.1 features a redesigned material system written
>> with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at
>> the cost of making custom materials difficult to write. We will be doing
>> that extensively in OpenMW, especially considering user-authored
>> modifications, so we would rather have a more flexible and easier to use
>> material system.
>> >
>> > On top of these concerns with the latest Ogre3D versions, we’ve also
>> had some longstanding issues:
>> >
>> > Resource system: Ogre3D forces the use of a global resource manager,
>> but we need one resource manager per document in OpenCS. Another problem is
>> that all resources are expected to have a unique name, which leads to some
>> unnecessary work on our side, and could rarely cause user-defined resources
>> to conflict with internal resources. This is also an issue well understood
>> by the Ogre3D team, and a “Resource System Redesign” project addressing
>> these points has been started in 2013, but is unfortunately not completed
>> yet.
>> >
>> > Material stencil support: The NIF format used by Morrowind can specify
>> “stencil settings”, but the Ogre3D material backend does not support these
>> settings.
>> >
>> > NPC width scaling: NPCs in Morrowind have a “weight” property, which
>> should be scaling the NPC on its local X-axis. OpenMW currently ignores
>> this property, because the Ogre3D 1.x skeleton system does not support
>> non-uniform scaling.
>> >
>> > A new engine
>> >
>> > In light of these issues, we’ve looked around for alternatives and
>> found the OpenSceneGraph, which appears a perfect fit for the features
>> required by Morrowind and OpenMW, while also delivering high performance.
>> We’ve carefully evaluated all needed features and verified that they can be
>> found in the OSG source code, or can be easily added by a plugin. A
>> detailed roadmap for the port will be posted in the near future, and
>> updated regularly so you can follow along the progress.
>> >
>> > One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D
>> having inbuilt support for OpenGL and DirectX may be considered one of its
>> strong points. In an ideal world this would result in greater choice for
>> the user while requiring no extra effort from the OpenMW team.
>> Unfortunately this is not quite true; writing shaders does not work in a
>> render system agnostic way. In addition to that, we have found some OpenMW
>> bugs only manifesting themselves when the Direct3D backend is used. So we
>> are in fact happy about this change, as we do not have the manpower to
>> maintain support for two different rendering systems, and most of our
>> developers are working on Linux and thus unable to test the Direct3D
>> renderer anyway.
>>
>>
>> More info about porting to OSG: https://scrawl.bplaced.net/blog/
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=62815#62815
>>
>>
>>
>>
>>
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>>
>
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