State/feedback/rant -> Ogre 2.1
Posted: Tue Feb 06, 2018 2:36 pm
State/feedback/rant -> Ogre 2.1
Use Case/About me:
Hobby, Sparetime game programmer.
Pros:
- open source
- metal, directx, openl renderer
- pbs rendering
- skeletal animation (pbs only)
Cons (as someone said: an opinion is like an asshole, everyone has one):
- missing a lot of basic features
* Morphing
* pbs texture animation
* texture channel selection
* skeletal animation for unlit
* fog
- Instant Radiosity is unusable slow (4x slower)
- missing a new GPU particle system
- no gltf loader
- no tools! ok spookyboo's awesome hlms editor. It's impossible to write a shader material editor.
- Its hard to mix compositors from the samples
- the overall easy usability is not there
- pull requests are just ignored or discussed/declined to death
- the cmake system is a mess
- code isn't stable -> nearly each update i pulled broke some shit
- i like one megashader where i can turn features on and off. In Ogre 2.1 you need to implement each feature in each hlms!
- the code is bloated with old trash and this v1 -> v2 dirt
- 2 materials systems!?
- Ogre 2.1 is still using bitbucket while everything else is using github.
- after 3 years its still a science to make/add a gui?
- community is dead! (well, i think this has to do a lot, with the 'there's only my way' attitude)
- the main dev mathias took a break to write a book for the last 3-4 users?
My Opinion:
ogre 2.1 just lacks a lot of features to make a game as non graphics programmer (what was able with ogre before 8+ years).
The hlms is very flexible, if you can code c++ and can make shaders and can make a rendering engine by yourself!
It's just sad that ogre didn't pull off like Godot and is dying/dead.
So who is still using ogre 2.1 and why?
Who Switched to alternatives and why?
Who considers using ogre 2.1
Use Case/About me:
Hobby, Sparetime game programmer.
Pros:
- open source
- metal, directx, openl renderer
- pbs rendering
- skeletal animation (pbs only)
Cons (as someone said: an opinion is like an asshole, everyone has one):
- missing a lot of basic features
* Morphing
* pbs texture animation
* texture channel selection
* skeletal animation for unlit
* fog
- Instant Radiosity is unusable slow (4x slower)
- missing a new GPU particle system
- no gltf loader
- no tools! ok spookyboo's awesome hlms editor. It's impossible to write a shader material editor.
- Its hard to mix compositors from the samples
- the overall easy usability is not there
- pull requests are just ignored or discussed/declined to death
- the cmake system is a mess
- code isn't stable -> nearly each update i pulled broke some shit
- i like one megashader where i can turn features on and off. In Ogre 2.1 you need to implement each feature in each hlms!
- the code is bloated with old trash and this v1 -> v2 dirt
- 2 materials systems!?
- Ogre 2.1 is still using bitbucket while everything else is using github.
- after 3 years its still a science to make/add a gui?
- community is dead! (well, i think this has to do a lot, with the 'there's only my way' attitude)
- the main dev mathias took a break to write a book for the last 3-4 users?
My Opinion:
ogre 2.1 just lacks a lot of features to make a game as non graphics programmer (what was able with ogre before 8+ years).
The hlms is very flexible, if you can code c++ and can make shaders and can make a rendering engine by yourself!
It's just sad that ogre didn't pull off like Godot and is dying/dead.
So who is still using ogre 2.1 and why?
Who Switched to alternatives and why?
Who considers using ogre 2.1