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Ogre engine weaponfactory
Ogre engine weaponfactory












  1. #OGRE ENGINE WEAPONFACTORY MANUAL#
  2. #OGRE ENGINE WEAPONFACTORY LICENSE#
  3. #OGRE ENGINE WEAPONFACTORY SERIES#
  4. #OGRE ENGINE WEAPONFACTORY FREE#

The choice of OGRE as a graphics engine allows developers the freedom to use whatever physics, input, audio and other libraries they want and allows the OGRE development team to focus on graphics rather than distribute their efforts amongst several systems. Generally, this is thought of as the main drawback of OGRE, but it could also be seen as a feature of the engine. It is not an all-in-one solution in terms of game development or simulation as it doesn't provide audio or physics support, for instance.

ogre engine weaponfactory

Though it also comes with other facilities (vector and matrix classes, memory handling, etc.), they are considered supplemental. As such, its main purpose is to provide a general solution for graphics rendering.

#OGRE ENGINE WEAPONFACTORY LICENSE#

The modification to this license allows users to statically link the library under the same terms as dynamic linking, though a distinction made by the LGPL.Īs its name states, OGRE is "just" a rendering engine.

#OGRE ENGINE WEAPONFACTORY FREE#

Released under the terms of the MIT License and previously under a modified GNU Lesser General Public License (LGPL), the engine is free software.

#OGRE ENGINE WEAPONFACTORY SERIES#

The current release in the 1.x.y series is 1.7.3 (" Cthugha"), released on May 8th, 2011. It has been used in some commercial games such as Ankh, Torchlight and Garshasp.ġ.0.0 (" Azathoth") was released in February 2005. OGRE has a very active community, and was SourceForge's project of the month in March 2005. The class library abstracts the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other high level classes. OGRE ( Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D rendering engine (as opposed to a game engine) written in C++ designed to make it easier and intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics. Rendering options: 1600*1200 pixel resolution, OpenGL renderer, 16x FSAA and 32-bit color depth. Screenshot from the official OGRE Demos pack, from "Fresnel Reflections and Refractions" benchmark.

#OGRE ENGINE WEAPONFACTORY MANUAL#

The idea is to create a method which add 12 triangle to a manual object while it 's being "drawing" (and that allow future really good optimisation in my mind), this is the method :Īrray are declared as in this page (I won't create a too long post). But I have some problem to render it and i don't know why they are. My idea was to create a geant Mesh, in the same idea that the Static Geometry method but whith Manual Object.

ogre engine weaponfactory

It's make a huge time rendering, when I rise the number of cube with 10000 cube I have to wait 2 or 3 second to make the staticGeometry loaded, I'm pretty sure that I'm doing the affectation of the entities to the sg wrong but I don't know how improving it. That works pretty well ! But I have a little problem. Ogre::StaticGeometry *sg = mSceneMgr->createStaticGeometry("GrassArea")

ogre engine weaponfactory

Ogre::Entity *grass = mSceneMgr->createEntity("cube", Ogre::SceneManager::PT_CUBE)

ogre engine weaponfactory

I don't know what is REALLY important.Ĭode: Select all Ogre::StaticGeometry * AppDemarrage::createSolStaticGeometry() I know this is really dirty, I would appreciate know which direction choose to improve it, I know a little about Chunk, ManualObject, Culling. we apply the texture in function of the block's type.ĬubesTab->setMaterialName("cube") Ogre::SceneNode * mainNode = mSceneMgr->getRootSceneNode()->createChildSceneNode() ĬubesTab=mSceneMgr->createEntity("cube"+intToStr(x)+"-"+intToStr(y)+"-"+intToStr(z), "sh") ĬubesNodeTab = mainNode->createChildSceneNode() ĬubesNodeTab->attachObject(cubesTab) ĬubesNodeTab->setPosition(x*100,y*100,z*100) Ogre::SceneNode ** cubesNodeTab = new Ogre::SceneNode * Ogre::Entity ** cubesTab = new Ogre::Entity * Code: Select all void AppDemarrage::AfficherSol()














Ogre engine weaponfactory