Ogre on Windows
Moderator: PPS-Leaders
I think that Crystal Space has something like a BSP-tree which may be used to do exactly this calculation: Checking what's in the line of sight. I personally think it's stupid to drop a good technique just because the graphic cards have become next to second (wait, third or fourth or fifth) CPUs. But I guess they had their reasons.
Well. I think that the "which parts are visible"-code already exists. If not in Ogre it will be in CS. I think that won't be too much of a problem to do. But of course I may be wrong .
Well. I think that the "which parts are visible"-code already exists. If not in Ogre it will be in CS. I think that won't be too much of a problem to do. But of course I may be wrong .
"I'm Commander Shepard and this is my favorite forum on the internet."
That code is in the BSP compiler of GTK Radiant (q3map2). It takes, depending on the map, 1-1000 seconds. The results of those calculations are stored in the BSP file (the "vis" part). I don't think such code is included in ogre or any other engine, as it makes no sense for an engine to have non-runtime-code in it.
I don't think that we will find an answer to the "shall we drop or not BSP" question in this forum. Since there are not only performance and feature questions involved but also the question of what Orxonox V2 is going to be.
I personally would regret the loss of 3 very very good BSP levels, they are the work of one year, which we can't recover when changing to another engine. The loss of content is much more severe than the loss of the old Orxonox Engine, which on the other hand even is a win, because the new engines are much better.
Since for me it's not clear what Orxonox V2 is going to be (the actual game ideas - which are the most important things of them all!), I recall my vote for the BSP map and I would wish a real discussion about this topic with you all.
Thanks to x3n and Nowic (sorry if I forgot to mention others, I can judge just the work I've seen on the wiki and in the forum) you have collected a base knowledge to talk about the engine change.
Let's bring this knowledge together to synchronize everyone and clear the way for Orxonox V2.
People of Orxonox unite! It's time for a convention!
I personally would regret the loss of 3 very very good BSP levels, they are the work of one year, which we can't recover when changing to another engine. The loss of content is much more severe than the loss of the old Orxonox Engine, which on the other hand even is a win, because the new engines are much better.
Since for me it's not clear what Orxonox V2 is going to be (the actual game ideas - which are the most important things of them all!), I recall my vote for the BSP map and I would wish a real discussion about this topic with you all.
Thanks to x3n and Nowic (sorry if I forgot to mention others, I can judge just the work I've seen on the wiki and in the forum) you have collected a base knowledge to talk about the engine change.
Let's bring this knowledge together to synchronize everyone and clear the way for Orxonox V2.
People of Orxonox unite! It's time for a convention!
For all who want to test the BSP-Demo of Ogre:
The pk3 file (including the map, all textures and everything else needed):
http://upload.x3n.ch/files/orxonox_test.pk3
The config file:
http://upload.x3n.ch/files/quake3settings.cfg
Download both files and change in the first line of quake3settings.cfg the path to the pk3 file. Ogre already has a quake3settings.cfg, replace it.
Oh, and here you can listen to the correct spelling of "Ogre".
The pk3 file (including the map, all textures and everything else needed):
http://upload.x3n.ch/files/orxonox_test.pk3
The config file:
http://upload.x3n.ch/files/quake3settings.cfg
Download both files and change in the first line of quake3settings.cfg the path to the pk3 file. Ogre already has a quake3settings.cfg, replace it.
Oh, and here you can listen to the correct spelling of "Ogre".
- Nowic
- Thanathon, God of the lower Planes
- Posts: 186
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- Location: Zürich
- Contact:
Yeah, I'll train the pronunciation Thx.
Edit: Link to the tutorial?
Edit: Link to the tutorial?
"I've always lived cheaply. I live like a student, basically. And I like that because it means that money is not telling me what to do. I can do what I think is important for me to do. It freed me to do what seemed worth doing." -- Richard Stallman
- Nowic
- Thanathon, God of the lower Planes
- Posts: 186
- Joined: Tue Oct 03, 2006 7:53 pm
- Location: Zürich
- Contact:
Installation on debian based systems:
# aptitude install libfreeimage-dev libopenexr-dev libxaw7-dev libxaw-headers libxpm-dev libzzip-dev libxxf86vm-dev libois-dev libtiff-dev libmng-dev
$ cd ogrenew
$ ./configure
$ make
I tried to load the level with ./samples/BSP/src/BSP but it complains about a missing resources.cfg file.
# aptitude install libfreeimage-dev libopenexr-dev libxaw7-dev libxaw-headers libxpm-dev libzzip-dev libxxf86vm-dev libois-dev libtiff-dev libmng-dev
$ cd ogrenew
$ ./configure
$ make
I tried to load the level with ./samples/BSP/src/BSP but it complains about a missing resources.cfg file.
"I've always lived cheaply. I live like a student, basically. And I like that because it means that money is not telling me what to do. I can do what I think is important for me to do. It freed me to do what seemed worth doing." -- Richard Stallman
On Tardis:
obviously there are missing libraries on tardis (zziplib) also since there is nothing precompiled for linux we HAVE to compile the SOURCE and this needs root permission for the "make install" command. It's a shame and I don't know how we can solve this besides asking ISG for help.
obviously there are missing libraries on tardis (zziplib) also since there is nothing precompiled for linux we HAVE to compile the SOURCE and this needs root permission for the "make install" command. It's a shame and I don't know how we can solve this besides asking ISG for help.
"I'm Commander Shepard and this is my favorite forum on the internet."
I don't know where resources.cfg is on linux, but it should be somewhere in your Ogre directory (at least this was the case on windows). Maybe it's in samples/common (if this folder exists).Nowic wrote:I tried to load the level with ./samples/BSP/src/BSP but it complains about a missing resources.cfg file.
If there's a resources.cfg anywhere in your Ogre directory, copy it into the folder where the binary is located. Else I'll upload all config files (there are more of them).
Tutorials and installation guides are here:Nowic wrote:Edit: Link to the tutorial?
http://www.ogre3d.org/wiki/index.php/Main_Page
Is this only a one-time-problem or do we need the "make install" command every time we changed something in the Ogre engine?beni wrote:On Tardis:
obviously there are missing libraries on tardis (zziplib) also since there is nothing precompiled for linux we HAVE to compile the SOURCE and this needs root permission for the "make install" command. It's a shame and I don't know how we can solve this besides asking ISG for help.
I don't see why you have to do a "make install" ? I'm not sure whether it is reasonable to compile the engine with the game, but you could install it locally the first time you compile orxonox. (Similar to lua in the current setup)
That way you could be sure that you always have the right version.
That way you could be sure that you always have the right version.
The light on the end of the tunnel is a train.
One has to install Ogre only once of course. Those are libraries one has to built himself, but if you have them once, that's not a problem.
Also the binaries will run without Ogre installed. So we do not have to worry about this either.
I think I should then write to ISG and ask them to install Ogre on tardis. Only way, right?
Also the binaries will run without Ogre installed. So we do not have to worry about this either.
I think I should then write to ISG and ask them to install Ogre on tardis. Only way, right?
"I'm Commander Shepard and this is my favorite forum on the internet."
You will have to do this every time you want a newer ogre version.
Perhaps they will be willing to set up an user account ogre or something similar where you can install ogre. Then your Orxonox build files will have to look for this directory when building.
But you will definitely need to install all the dependencies of Ogre on the system. Be sure to have a list of dependencies (with versions if possible) if you go by the ISG. And I'm sure they will be gladly willing to help.
Perhaps they will be willing to set up an user account ogre or something similar where you can install ogre. Then your Orxonox build files will have to look for this directory when building.
But you will definitely need to install all the dependencies of Ogre on the system. Be sure to have a list of dependencies (with versions if possible) if you go by the ISG. And I'm sure they will be gladly willing to help.
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