4 ms·
I'm waiting for Ogre3D 2.0 to be released. To be honest, I'm more and more tempted to make my own "engine" and implement just the things I need, instead of usi
by jokoon 10y ago
I'm waiting for Ogre3D 2.0 to be released.
To be honest, I'm more and more tempted to make my own "engine" and implement just the things I need, instead of using an engine that will often have too many features I don't need.
All I really need is a camera, vertex geometry tools, and a flexible and well designed shader system (since shaders are now essentials for 3D graphics. Most of what an engine do, or should really do, is shader management).
I don't need:
* animation
* a scene manager
* sound
* inputs
* font
* texture
* physics
I'd really like an engine that only do graphics and do it well. That is what makes Ogre3D good at what it does. All I'd hope for is a data-oriented engine, instead of object oriented.
- andresmanz 10y agoDo so! Especially if you can learn a thing or two. Using bloated engines isn't always the best solution anyway, and yoi seem to be well aware of that. And don't forget to post it on HN in case you should publish something like that. It sounds awesome.
- xyience 10y agoHave you seen any data-oriented 3D engines anywhere? Even the few engines I've looked at for e.g. Clojure are just needlessly OO on top of some Java stuff.
- Narishma 10y agoThe ones I know of are proprietary and used on AAA console games.
- xyience 10y agoDo any of the companies have blogs or GDC talks where they discuss bits of it?
- corysama 10y agoThis talk from Naughty Dog was really good. http://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine http://www.gdcvault.com/play/1022186/Parallelizing-the-Naugh... tldw: High performance C++ is converging on something that strongly resembles Erlang. Multiprocessing and issues with memory coherency between cores is driving this.
- jokoon 10y agoNot really. Although I heard Mike Acton was asked to fix Ogre3D Node class, and it resulted in a 5x speedup (in a video linked on HN). I don't know what Ogre3D 2.0 will look like, I did not try the RC, I don't know if it's usable without a scenemanager or scenenodes. I wish it was.
- bluesilver07 10y agoThe stingray engine seems to be data-oriented using the Entity Component Systems pattern. Their blog is an excellent read - http://bitsquid.blogspot.in/ http://bitsquid.blogspot.in/. This is the first post in a really good series about data oriented entity systems - http://bitsquid.blogspot.in/2014/08/building-data-oriented-entity-system.html http://bitsquid.blogspot.in/2014/08/building-data-oriented-e...
- yoklov 10y agobgfx sounds like what you're looking for: https://github.com/bkaradzic/bgfx https://github.com/bkaradzic/bgfx
- jokoon 10y agoThe samples are pretty scary. Seems like a nice engine though.
- twunacceptable 10y agoI can't imagine even a minimal graphics library providing "camera, vertex geometry tools, shaders" but no texturing. Even a lightweight wrapper over a graphics API like OpenGL or DirectX will have texturing support. "Most of what an engine do, or should really do, is shader management" Can you expand on this statement? Either way what you seem to want is so minimal there's a probably a few libraries that you can use. OpenSceneGraph, VisualizationLibrary, OGLPlus, etc.
- dalailambda 10y agoIf you want minimal you could always use something like glfast https://github.com/procedural/glFast https://github.com/procedural/glFast