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17

Ogre3D and Irrlicht are both rendering engines. As such they will not help you with audio, networking etc. There are other engines for sound and networking such as OpenAL, FMOD, Irrklang, RakNet that you will have to integrate (or use a framework that is already wraps up the engines). As for the compare-contrast, this has been asked many many times and ...


15

First off, setting up a cross-platform Ogre and using a Git repository do not have any direct relationship. The Source Control Management (whether it's Git or not) is used to synchronize multiple computers no matter if all the team use the same OS or different OS’s. If you want to use Source Control Management with your friend, you will need a place to ...


14

OpenGL! Yes I'm openly disagreeing with everyone on this board so far. OGRE is a mess. The learning curve is steep. Yeah they've got some nice tutorials, but stepping outside the bounds of the tutorials and doing your own thing is VERY difficult. I'd expect to spend a three weeks before you can get OGRE set up and working, work through the tutorials, and ...


13

Ogre is indeed a wrapper for OpenGL, however the idea of such a wrapper is that you don't have to concern yourself with the intricacies of OpenGL. It will of course help to know a bit about OpenGL, but Ogre will hide a lot of the ugly details for you. I would say that Ogre is arguably easier to learn as opposed to OpenGL, or at least it will get you ...


12

Whether Ogre3d is the best or viable depends entirely on the type of game. In the industry, what often happens is you use something like Ogre3d (or IdTech, or Source, or Unreal) as a starting point and build on it from there depending on your needs and requirements. For instance, compare a game like GTA IV to Modern Warfare 2. The rendering requirements ...


12

Well, Ogre already implements frustum culling (which basically does not draw anything that couldn't be seen from the camera) but I think your problem is a different one. You should not really be displaying 10000 blocks, what is commonly done (or at least, in the few Ogre3d based minecraft like clones I've seen (of which I am making one too), and in the ...


12

The first option is what I would use. One model for everything. It's totally possible to have an interior and exterior of a model. Just like it's possible to have concave shapes. There's no double normals or double sided faces. Imagine a slice out of a crappy ship like this: (I have no idea why the floor isn't flat, I only realized that after I posted ...


9

There are a couple of aspects to this problem. Firstly, how are you drawing your 10000 blocks? Are you actually drawing them as 10000 seperate object? If so this is almost certainly your bottle neck, not the lack of occlusion culling. You should group these blocks into a smaller number of meshes (perhaps a few thousand per mesh) in order to reduce draw ...


8

Roguelikes have been doing this kind of thing since they were invented, and they are the "seed" Torchlight (and Diablo) got their ideas from. I don't know about Torchlight's specifically, but in general, what you are looking for is called "Procedural Level Generation". Fuel procedurally generates a zone so bast that it would not fit on the DVD the game ...


8

I believe that producing a star field (long range) and planets and moons ("short range") should be two different layers. As for the star field, I've found this to be useful for my game: http://alexcpeterson.com/spacescape. That can take care of your long range, static star field. It's written in C++ and open source. As for the "short range" stuff. I've ...


7

This question is pretty much 'what is a game engine'. Game engines are whatever software is needed to make a game, and there is no accepted checklist of what needs to be in such an engine for it to qualify. That said, any simulation-style game will essentially do three things: acquire input, perform simulation, and present output. For input you need to ...


6

There are one major source of open sourced models for Ogre3D available: WorldForge Media Repository WorldForge assets are licensed under the GPL, meaning that you need to contribute back any changes, but you're free to use the models in any project, closed source too. Then, a repository not directly available in Ogre format, but very useful none the less: ...


6

I would use: a semi-transparent sphere with a nice texture on it, a collision detection system to understand where the sphere has been hit, vertex and pixel shaders to implement ripples leaving from the contact point (maybe even with bump mapping, without actually displacing vertices).


6

Keep in mind that Ogre3d is a Graphical engine and it will not allow you to build a game only using it, you will need to implement all the other subsystems or integrate with other engines, like physics, audio, etc. If you have no experience with game programming, I suggest as a first project that you use Unity3d or UDK. If you really want to use C++ instead ...


6

I believe you are feeling the effects of Gimbal lock. 3D camera implementations typically do not allow for looking directly up or down because of this (because then the forward and up vectors would be parallel). I know from experience that OpenGL can do strange things, and my simple implementation of a camera doesn't allow for less than a 0.1-degree angle up ...


6

OGRE is an abstraction layer on top of some popular graphic APIs, including OpenGL. Since the underlying API is exchangeable, you'll gain portability (same code will run on Direct3D and OpenGL ES with no or only minor changes). On top of that, OGRE adds quite a lot of features that are useful in the daily life of graphics programming. A scene-graph, ...


6

Although I haven't worked with the bullet physics engine specifically, I've done something very similar in another physics engine. The way that I solved it was to set the rigid body's linear velocity instead of translating it directly. Movement and collisions were then automatically handled by the physics engine update phase. From the documentation there ...


6

Your alpha-blended objects should not participate in a depth pre-pass. For a given final pixel, its color will be a number of colors blended together at different depths: the portion of the color furthest away from the camera will either be the sky/background or an opaque object, and all the other contributions will be from semi-transparent objects. And if ...


6

It seems that most engines do have those rotation methods. XNA has one in it's Vector3 struct. // Returns a new Vector3 that results from the rotation. public static Vector3 Transform ( Vector3 value, Quaternion rotation ) three.js has the function exactly as you wrote it. In Unity's case, their Vector3.Rotate() method might be internally ...


5

Particle system can only use one material type. The particle system can, however, alter the tint and transparency (obviously) of specific particles as well as have an arbitrary number of emitters. To get more complex effects, however, you will need to combine different systems.


5

Both engines are going to provide you with some challenges. Mainly, because learning/using a new engine is a challenge. I have only used Ogre so far, so I might be biased. Since Ogre is purely a rendering engine, you'll have to look for third party libs to cover audio, video and networking. You won't have problems integrating these things though, since lots ...


5

Unsurprisingly, the Ogre guys have a cut down template project that you can use as a basis to build Ogre XCode projects. If you have downloaded and installed the SDK (i.e. haven't built the source yourself), you can just install the Ogre XCode templates and they will build and run out of the box. If you have built the source from the Mercurial repo, you ...


5

You can have the assets of the game organized with any structure. Ogre only needs to know a parent directory or more ( this depends if you separate the assets to use on different nivels or to load at different times ), this information is written to the file "resources.cfg". This is a valid approach, but package the files in a zip archive has some ...


5

Short answer? OGRE. Longish answer? OGRE is a wrapper over OpenGL, so therefore you have to do a lot less work. You do not have to worry so much about sending data to the GPU or binding shaders, or sorting out vertices at a low level. It is much faster to use OGRE than to use OpenGL for production, and chances are your code will be (very marginally) faster ...


5

but I was wondering if I could get started faster if I began using OGRE instead of programming the graphics engine from scratch. You will definitely get something up and running faster using an existing framework that works like OGRE. It's open source, so you can change things to suit your needs as they come up. Everything I've heard about OGRE is ...


5

The Ogre ground plane is at y=0, but the Bullet ground is at y=1, because the motion state transform has its position set to (0,1,0) by this line: Transform.setOrigin(btVector3(0,1,0)); This is why the boxes are sinking into the ground. Do the dimensions of cube.mesh match the TScale dimensions which are being used to create the rigid body? I'd guess the ...


5

I actually just finished writing this for my capsule object yesterday. You just need to call btRigidBody::setAngularFactor(btVector3(Yaw, Pitch, Roll)); Calling it with all 0s will prevent your object from rotating on any angle. Here is where I originally found the answer: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=&f=9&t=2956 (In ...


5

The quickest/cheapest way to get up and running would be to use the Unity engine for the client, and something like Photon as your socket server backend. If you're looking for something with more off-the-shelf support, there's things like Hero Engine. If you're asking which language to use, I'm assuming you're not experienced enough to pull off starting ...


5

For the record, my experience with physics is using Chimpunk in a 2D game engine, but I'm pretty sure this concept translates into 3D just fine. I'm assuming that your character is a physics body with weight and such. The best way to do this is to do a very simplified simulation of walking. Think of it like this: If you're standing, your feet have a lot ...


5

Got it: The Geforce4 MX with the newest-available nVidia drivers (circa 2006) doesn't support the glTexEnv approach to blending source and destination textures. At least, not in hardware. Drawing the simplest shapes results in crippling slowness. However, it does appear to support GL_BLEND combined with glBlendFunc in hardware. Solution: Instead of ...



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