Orxonox and Ogre
Posted: Thu Nov 08, 2007 7:00 pm
I think it's time to start a thread about all the upcoming problems and issues that deal with the implementation of Ogre in Orxonox.
To start with, I think we have to consider deriving our own SceneManager. I know this would be a big deal since understanding Ogre on such a level requires a lot of work.
But the benefits could outweigh the effort by far if we eventually have to make a wrapper around Ogre's SceneManager anyway. At least that's how I see it, but with my non-existent experience in game development, my opinion shouldn't be taken into account too much.
It's just something I've been thinking about today and I don't expect anyone to answer this thread, since it is probably too far ahead right now. But I like having it written down once.
To start with, I think we have to consider deriving our own SceneManager. I know this would be a big deal since understanding Ogre on such a level requires a lot of work.
But the benefits could outweigh the effort by far if we eventually have to make a wrapper around Ogre's SceneManager anyway. At least that's how I see it, but with my non-existent experience in game development, my opinion shouldn't be taken into account too much.
It's just something I've been thinking about today and I don't expect anyone to answer this thread, since it is probably too far ahead right now. But I like having it written down once.