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Ogre engine rendering setup
Ogre engine rendering setup





  1. #OGRE ENGINE RENDERING SETUP FOR MAC#
  2. #OGRE ENGINE RENDERING SETUP DRIVER#
  3. #OGRE ENGINE RENDERING SETUP PROFESSIONAL#

#OGRE ENGINE RENDERING SETUP DRIVER#

We want to target Android and community member did an excellent job, but the poor driver quality continues to be an issue.

#OGRE ENGINE RENDERING SETUP FOR MAC#

With OpenGL you can target Linux (NVIDIA & Mesa-based drivers), with GL & D3D11 you can target Windows (minimum GPU: D3D10 hardware), with Metal you can target iOS, and with Metal you can target new Macs while you can use GL to target older Macs (our GL for Mac is Beta, not to mention Apple itself is deprecating it). There are many more differences but I don't want to clutter this forum thread and turn it into a Changelog Hlms materials are friendlier as we handle all shader work for you (unless you specifically don't want to), unlike 1.9 where you had to either write your own shaders or setup the RTSS component. We seem to be popular for VR simulations thanks to that (but still take in mind VR requires rendering at 90fps in two eyes, and that is hard whatever engine you pick!). When it comes to performance nowadays we do very well against the competition in this front. It's common to hear 4x improvements when migrating to 2.1. Pavel has been doing a lot of good work to improve that in 1.11 but in Ogre 2.1 we made architecture changes to address the problem from the root. Ogre 1.9 used to be the slowest alternative. Previously another reason was that we were waiting for GLES3 support (to get Android support for 2.1), but it became less of a priority given Android's extremely poor driver quality. This problem isn't new, it affects Ogre 1.x too but it is too bothersome and there's a lot of CMake ancient legacy to sort out. The main reason you haven't seen an official release is because our CMake scripts that generate the SDKs are ancient and the SDK they generate do not match the folder structure from an out-of-source build. Skyline Game Engine is built on top of Ogre 2.1 In fact there are games released using it such as Racecraft and Sunset Rangers. I maintain +2.1 while Pavel maintains the 1.x one. Ogre stays strong in non-games applications, such as simulation and architecture SW.Īs to development: Ogre has two main branches: +2.1 and 1.x That's where Unity, UE4, Godot, Wicked, and Skyline shine as game engines.

ogre engine rendering setup

It's great if you want to glue different components together (or write your own), but not so much if you just want to start making a game out of the box ASAP. We don't do physics, sounds or networking.

ogre engine rendering setup

bgfx, The Forge / ConfettiFX, D3D12 Mini Engine) we do a lot more, putting us closer to game engine, but not quite there. Although it's fair to say that compared to other rendering frameworks (e.g.

ogre engine rendering setup

I am thinking of posting similar on the Ogre forum but don't want to come across like I'm dissing Ogre - I loved working with it but 5 years is a long time and I'm out of date!Īs you said, Ogre3D is a rendering engine rather than a game engine.

ogre engine rendering setup

What do other experienced people think of Ogre in 2018? Has it remained relevant? For someone wanting to make games not engines, would something else get me running faster while having the flexibility I want? What about toolsets/chains - this used to be a pain in Ogre too but perhaps has moved on? I hate with a passion CMake and all that guff I'm historically a C++ developer but have done a lot of C# too (I can do JS but prefer not to) and on pure language preference, C# is nicer IMO. Ogre is middleware not an engine so I know it's apples and oranges and this is not meant to be a criticism of Ogre - just an objective question whether many/most use cases 5-10 years ago are now better suited by Unit圓D et al, especially for multi-platform? Since then major engines like Unreal have become way more accessible, and Unit圓D has grown hugely (I think). Now as I consider getting back in the game I wonder if the world has moved on? It seems Ogre 2.0 is still WIP and even 5 years ago, 1.x was starting to feel a little dated to me. At that time focus was mainly on desktop but iOS was of interest and there was support.īack then, Ogre3D was a great option although slightly cumbersome for cross-platform work - we did look at alternatives when we started c2010 like Unit圓D.

#OGRE ENGINE RENDERING SETUP PROFESSIONAL#

I worked extensively with Ogre for a few years doing professional projects, ending about 5 years ago.







Ogre engine rendering setup