Protoyping in Ogre

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Protoyping in Ogre

Postby Lonewolff » Sat Mar 06, 2010 9:07 am

Recently I have been working on a little project using Ogre (http://www.ogre3d.org).

Once you have used Ogre for a bit it is hard to turn back. I have been restling with DirectX for the last couple of years with minimal result.
I am going to use this scene as a testbed for the Winsock part of the Community Project. This was I'll be able to get programming on the network side with minimal scene setup.

Here is a screenshot of what I have whipped up so far (in total approx 1 day of coding).

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Let me know what you think so far :)
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Re: Protoyping in Ogre

Postby Hieran_Del8 » Sat Mar 06, 2010 2:08 pm

This is awesome. Nice work, Lonewolff! I've never really looked into Ogre, but if it's that quick to build 3d apps, you may have just converted me. :lol: Again, excellent!
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Re: Protoyping in Ogre

Postby Lonewolff » Sat Mar 06, 2010 4:26 pm

Yes, certainly is pretty easy to do.

I have also built the Ogre source to use Summer 2003 DX SDK. So, you know what that means! No nasty DirectX redist files to distribute! 8-)

In this little screenshot I have used the moon as a billboard, plants as a quad, and terrain as a heightmap. The plants and main player are placed on the terrain through a rayscene query.

I'l l keep you informed with updates. :)
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Re: Protoyping in Ogre

Postby lp rob1 » Mon Mar 08, 2010 8:13 am

It looks very interesting, but what about the level of control in a project? Dealing directly with DirectX (pun intended :)" gives you complete control over how the game will look, does Ogre allow the same flexibility? Or can direct DirectX functions be called along with Ogre ones?
eg.
Code: Select all
LPD3DXMESH mesh = OgreLoadMesh();
mesh->DrawSubset();

Or does the Ogre engine define its own types?
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Re: Protoyping in Ogre

Postby Lonewolff » Mon Mar 08, 2010 1:19 pm

You can call DirectX (or even OpenGL) calls directly, if you want. But, the Ogre API is massive and chances are that you wouldn't want to. I am currently using DirectInput with this project and it works seamlessly.
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Re: Protoyping in Ogre

Postby lp rob1 » Mon Mar 08, 2010 5:11 pm

Not Raw Input?
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Re: Protoyping in Ogre

Postby Lonewolff » Mon Mar 08, 2010 6:20 pm

I plan on using raw input but I had an onld DI class I created a few years back. It was the fastest way for me to get something up and running. :D
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Re: Protoyping in Ogre

Postby lp rob1 » Mon Mar 15, 2010 2:51 am

Cool
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