On 16-Dec-05, at 7:24 AM, Theodore H. Smith wrote:
I'd like to see a nice OpenGL plugin that allowed for good games
or other 3D apps (visualisation of biological data perhaps), could
keep it's speed up compared with modern games, had a simple
structure and was extensible so that you could play around with
it's internals even if you eventually found that the default
settings were usually the best to use. Having collision detection,
kinesematics (or whatever it's called it's when one object is
moved relative to another), animated textures, bollards (for the
animated textures), etc etc.
I think you're asking for too much :) This is exactly the problem
with most of the generic scene graphs that already exist - they
handle just about any data you throw at them, but aren't optimized
for any of it - Or, they have optimized paths for a bunch of specific
things, but are bloated beyond practical use.
There's generally two approaches that work best: Create the engine
for the specific application, only adding what you actually need for
that application. Implement everything in a modular fashion, and use
only the modules you actually need for a particular app. You can
leave out the reverse kinematics and rigid body collision modules for
tic-tac-toe ;)
Something like that would really be nice.
Oh yeah now I remember, in addition to all of that some kind of
depth sorting is necessary.
Yup, transparency depth sorting is one of the toughest problems to
solve for realtime graphics. There's a few ways to do it, and games
rarely if ever do it the "proper" way - they basically all "cheat",
and it's up to the artists to work within the limitations.
Really it quickly became so much work to do all this 3d stuff, even
a very simple game like "3d tic tac toe", that I knew it wasn't
worth it unless you have a proper thorough understanding of OpenGL
and game/demo making by an OpenGL master or were willing to become
one. Then write fast and powerful framework that makes coding nice
and simple for the developer. Someone has to make it easy for the
rest of us :)
Well that's what Rb3D/Quesa are for :)
Frank.
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