Hello. It's been probably years since I posted anything bigger, if at all.
Just upfront, we developed StuntRally, using finally Ogre 1.9, and own shader generator shiny (which was a joy to use).
So I will list a few questions, mostly about components (which in 2007 to 2010 where simply available and active, so I decided to use Ogre then).
Apologies if I don't go into each topic that has [2.1] or something or build and check if it works etc. I'll just assume if it's not [2.3], then it doesn't work for 2.3.
I simply would like answers gathered in 1 place, about what components are definitely working for Ogre 2.3, ready to use or with small fixes (i.e. not just Ogre 2.3 features list).
So my qestions are:
Are there any Ogre 2.x (best 2.3) bigger, open source projects, not just demos or samples or single components?
Something using with many components at once and sort of a toolchain? E.g. with Gui, a 3D scene, maybe terrain etc.Is MyGui working with Ogre 2.3?
There were few Gui systems to choose from, MyGui was active and quite mature, also has lots of Gui controls.
Biggest advantage for me and SR now, is that SR and its map/track editor use MyGui. So using anything else now would mean lots of changes.Is Particle Universe working in Ogre 2.3?
Particle system is and was in Ogre 1.x, simply working. Maybe not best, but ready to use.I saw Terrain Sample in Ogre 2.3 and it's very good to have. I'm guessing it won't be too much to adapt for SR. But I have my own blendmap with noise and layers blending, also triplanar is optional (for 1 or 2 layers).
There is no vegetation plugin for models (trees, rocks) that have impostors.
I guess since HW instancing is there, and I saw LOD demo too, it should be much better now.
But what about impostors? PagedGeometry had much of code devoted to generating those. I don't think we would get away without using impostors for dense far vegetation right? I bet porting that PagedGeometry code for impostors isn't an easy task.No plugin or demo for grass. I'm sure for someone skilled it's not much work to code. But any such case means much more work and time when porting SR (I'm just one person and a game developer, not a graphics engine or plugin creator/developer, although I did road myself).
Materials. I see that there is HLMS and a lot of documentation for it too.
Any idea how different will it be to use it, compared to shiny in Ogre 1.x?
For example: we have own code for fog (it has 2 colors blend, height based too, and inside water). I don't see a demo for fog. Would doing all of this in Ogre 2.3 be easy? Fog has to work on all shaders/materials except only Gui. I also did a scenery with negative (blackening) sun, I guess that'd be possible in 2.3 too?How difficult would it be to create water, fluids and their shaders? I don't see a demo for it either. Just for info, we had flat fluid surfaces, box areas in many places, with reflection, refraction. And a great shader code, likely not following optics, e.g. animated (not textured) for mud and lava.
How is the export plugin / toolchain from Blender (sorry won't consider anything else here)?
And how easy would it be to use Ogre 1.9 meshes in Ogre 2.3. Is it just a matter of running upgrader tool or even just loading them in code? I'd like to use Ogre 2.3 advantages of Mesh v2 here.Is anyone in position to estimate how much time (for 1 person) would be to port StuntRally to Ogre 2.3? Mind you I have also a fulltime job and many small projects (on my website). I'm guessing it would good if this port even ended in a year, am I far off?
Off-topic, but why isn't there a WYSIWYG editor for posts on forum
Thank you for your time for anyone answering.