Re: [vos-d] 3D engines
Well, one thing I was trying to get across is than VOS doesn't care that much about a lot of these "game engine" features, because we are going to be doing things our own way as part of our own design. I.e. we don't care if an engine has a native map format with scripting hooks, because we're going to be using A3DL and our own scripting system. We "just" need a good, high level 3D renderer. On Wed, Jun 27, 2007 at 12:29:10PM +0800, chris wrote: > Hi Peter, just one comment, it is proly not right to compare Ogre with a 3D > game engine. > Might be better to look at a game engine built on Ogre - like GOOF. > > chris > > On 27/06/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > > > >Many of the support features of various engines (map editors, or support > >for certain modeling programs) are less useful for us, since we will > >ultimately need to convert data to and from the engine-neutral A3DL data > >model for transmission over the network. -- [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ] signature.asc Description: Digital signature ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
[vos-d] 3D engines
The developer of the Lightfeather 3D engine (an offshoot of Irrlicht, since rewritten) has expressed an interest in working with us, so I wanted to mention the idea of moving primary development from Crystal Space to another 3D engine. Since I am rewriting Ter'Angreal either way, I don't have a strong opposition to changing engines, but I don't (presently) have a strong reason to switch, either. The crucial features are that it be cross-platform, fast, unobtrusive (easy to subordinate to the WxWidgets or VOS event loop) and support a few crucial features we need, like portals and skeletal animation. Other 3D toolkits I have considered include Open Scene Graph and Ogre. I suspect that at this stage of development, most 3D engines are more similar than different -- they all use OpenGL and the same shader languages (Cg or GLSL), which accounts for about 90% of the end result of rendering. Many of the support features of various engines (map editors, or support for certain modeling programs) are less useful for us, since we will ultimately need to convert data to and from the engine-neutral A3DL data model for transmission over the network. Thoughts? Lightfeather: http://lf.mmdevel.de/news.php Crystal Space http://crystalspace3d.org Open Scene Graph http://www.openscenegraph.com Ogre http://www.ogre3d.org -- [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ] signature.asc Description: Digital signature ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] 3D engines
Hi Peter, just one comment, it is proly not right to compare Ogre with a 3D game engine. Might be better to look at a game engine built on Ogre - like GOOF. chris On 27/06/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: The developer of the Lightfeather 3D engine (an offshoot of Irrlicht, since rewritten) has expressed an interest in working with us, so I wanted to mention the idea of moving primary development from Crystal Space to another 3D engine. Since I am rewriting Ter'Angreal either way, I don't have a strong opposition to changing engines, but I don't (presently) have a strong reason to switch, either. The crucial features are that it be cross-platform, fast, unobtrusive (easy to subordinate to the WxWidgets or VOS event loop) and support a few crucial features we need, like portals and skeletal animation. Other 3D toolkits I have considered include Open Scene Graph and Ogre. I suspect that at this stage of development, most 3D engines are more similar than different -- they all use OpenGL and the same shader languages (Cg or GLSL), which accounts for about 90% of the end result of rendering. Many of the support features of various engines (map editors, or support for certain modeling programs) are less useful for us, since we will ultimately need to convert data to and from the engine-neutral A3DL data model for transmission over the network. Thoughts? Lightfeather: http://lf.mmdevel.de/news.php Crystal Space http://crystalspace3d.org Open Scene Graph http://www.openscenegraph.com Ogre http://www.ogre3d.org -- [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ] -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFGgeaWaeHUyhjCHfcRArSxAJ9n5tL2mmJnrjhfCxXO5G6l//GQRwCglZql 7iJSQctJfnEXb7e/rtvTeK4= =bCaG -END PGP SIGNATURE- ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d