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), in short: * FreeImage: doesn't use system PNG, JPG, etc., ships its own versions; * OIS: outdated input handling with bugs on Linux; * no examples of GLSL shaders for "simple" things like soft shadow mapping (now we have a deferred pipeline).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 >> >> >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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