Without high level scene graph management and "object" support, OpenGL
is next to useless for game dev. Not to mention no collision support...
Imagine something like the Rb Graphics object that can draw in 3D and
you get an idea of what raw OpenGL is. Trust me, we may not like Quesa,
but it was the logical choice for Rb without investing 1000s of man
hours to reinvent the wheel.
That said, I've been working on the high level stuff in Rb for a *very*
long time & if Rb one day is able to compile Rb plugins, I will share
what I'm working on. Others are working on the same things using OpenGL
at this very moment and I think all of them know that OpenGL all by
itself is not going to solve anyone's problems. If you want OpenGL now,
there's nothing to stop you from downloading a project with practically
every OpenGL declare and you can start programming away. I can
(thankfully) attest that Rb will get in your way! :)
Mr. John
On Feb 26, 2004, at 12:59 AM, paul scott wrote:
I humbly submit, that perhaps OpenGL would have been a better choice
for 3d graphics support in RB. 3d graphics tend to be used by the game
dev community, and the technical community. In game dev, we tend to
lean toward opengl, because it's well supported on all serious
platforms. Speed is another plus. If you can get an accelerated
context, you can make some flashy stuff.
I like the simple wrappers that Rb3d puts on things. The drawing
canvas's find object stuff is pretty cool. Built in classes for
vectors and quaternions are also nifty.
RB is not an attractive game dev platform, to me, because of a lack of
built in opengl support.
I mean, quesa is already sitting atop opengl.. how hard could it be
guys?
perhaps, if interested parties just submitted formal feature
requests...
A quick search shows there is an open feature request for this.
Vote.
http://support.realsoftware.com/feedback/viewreport.php?
reportid=adqmqrgx
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