Graphics Engine
Posted: 30 May 2006 02:07
Are we planning on going with a homebrewed 3D graphics engine for the game or should be go for an LGPL based engine such as Irrlicht or Ogre3D?
In summary.
Irrlicht
- Very easy to use!
- Young in its development.
- Current in-built terrain engine not suitable to our needs but could be modified with a bit of effort (which i have almost done...).
- LGPL license means we can use its DLL's without any restrictions.
- Mesh loader capable of loading Maya, DirectX, 3DS, etc (not blender, yet)
- Support for OpenGL and DirectX 8 and 9.
- Inbuilt keyboard/mouse handling without use of SDL.
- Fast but not lightning (as it claims on its website)
- Fast linking/compiling and loading of scene.
Ogre3D
- More complicated but more features.
- Mature in its development, strong community.
- Terrain engine available and suitable.
- LGPL license.
- Limited model viewer.
- Inbuilt keyboard/mouse handler.
- Very fast.
- Scripted interfacing.
- Seems to be slow at linking/compiling and loading before the scene starts, this is an important factor for coders!
Homebrew Engine
- Have to create own frustum culling.
- Have to implement mip-mapping, LOD, chunking.
- Have to create own mesh loader/animator.
- Will be a specific engine built to our needs and nothing more hence may be slightly faster? But will it be as optimised as Ogre?
- Have to implement mouse/keyboard handling, no automatic node collision. (i.e. which tile did we click on?)
I found an extension to Ogre3D on their community forum and built it so as to be LGPL compaitble (i.e. a DLL we link to exists to LGPL code) which seems to be fitting to our needs however (in my opinion) it requires more work.
In summary.
Irrlicht
- Very easy to use!
- Young in its development.
- Current in-built terrain engine not suitable to our needs but could be modified with a bit of effort (which i have almost done...).
- LGPL license means we can use its DLL's without any restrictions.
- Mesh loader capable of loading Maya, DirectX, 3DS, etc (not blender, yet)
- Support for OpenGL and DirectX 8 and 9.
- Inbuilt keyboard/mouse handling without use of SDL.
- Fast but not lightning (as it claims on its website)
- Fast linking/compiling and loading of scene.
Ogre3D
- More complicated but more features.
- Mature in its development, strong community.
- Terrain engine available and suitable.
- LGPL license.
- Limited model viewer.
- Inbuilt keyboard/mouse handler.
- Very fast.
- Scripted interfacing.
- Seems to be slow at linking/compiling and loading before the scene starts, this is an important factor for coders!
Homebrew Engine
- Have to create own frustum culling.
- Have to implement mip-mapping, LOD, chunking.
- Have to create own mesh loader/animator.
- Will be a specific engine built to our needs and nothing more hence may be slightly faster? But will it be as optimised as Ogre?
- Have to implement mouse/keyboard handling, no automatic node collision. (i.e. which tile did we click on?)
I found an extension to Ogre3D on their community forum and built it so as to be LGPL compaitble (i.e. a DLL we link to exists to LGPL code) which seems to be fitting to our needs however (in my opinion) it requires more work.