I’m trying out Ogre3D now. So far I’m impressed!
I found a nice particle editor although it took some digging around in the forums. So that’s one big headache gone!
It has a GUI editor which could be easier to use but seems to do everything I want. Another headache gone.
It has exporters for every 3D modelling package. That’s great, because it frees me up from having to write one. If I do have to write one, I have the sources so I can do the modifications I need to.
It obviously supports shaders and enough graphics techniques for my game.
I made a project called RakEngine, which has Ogre3D, RakNet, and OpenAL. I’m going to screw around with it until I get some clickable buttons on the screen, showing some particles, and playing some sound. Then I will do a new state system. That’s pretty much it for the engine! I don’t need physics but if I do later turn out to need it there is a newton plugin for Ogre 🙂
In order to test the engine I can try writing something really simple, like multiplayer hangman. Although I don’t like taking the time away from my game, that covers all the basics so I can iron out the kinks.
I can then start over and do my real game 🙂
2 replies on “Ogre3D update”
Are you going to release that engine to the public too? 😉
P.S. What’s the input system you are using? a library or wrote it from scratch?
It’s not an engine so much as a collection of libraries that I went to a lot of trouble to get compiling in one solution and talking to each other. Yeah I’ll release it since others probably would use the same tools I am (RakNet, OpenAL, Ogre3D, Crazy Eddie GUI + editor, Ogre 3D Particle Editor).
It’s my own DirectInput thing I’ve used for a long time. But I’ll probably not use it because I want something cross platform since everything else is cross platform anyway.
Perhaps this, as long as SDL will link without hassling me.
http://www.ogre3d.org/wiki/index.php/Using_SDL_Input