Next Generation ?

What it says on the tin: a place to discuss proposed new features.
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UAB
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Next Generation ?

Post by UAB »

hi every body...

Can make Ogre3d Next Generation Engine ??

or the struct of Ogre3d can be Next Generation Engine... :cry:

HELP !! :cry:
UAB
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Post by UAB »

sorry

"or the struct of Ogre3d can (not) be Next Generation Engine..."
MartinBean
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Post by MartinBean »

yes!
I have not failed... I've just found many ways that wont work
UAB
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Post by UAB »

thanks for answer....

but (yes ) for what ?? can Ogre3d be Next Genaration Engine...

and Thanks again..
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Kencho
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Post by Kencho »

Please, could you explain?
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dodongoxp
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Post by dodongoxp »

what do you mean by next generation engine???

what are you trying to say??

please explain more clearly

:?: :?: :?:
Cheers!! :D
David Segovia
MartinBean
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Post by MartinBean »

I think he means if Ogre can be used for an engine with AAA title quality.

Like, create the successor of Crysis or Call of Duty 5.
I have not failed... I've just found many ways that wont work
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Kencho
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Post by Kencho »

Ah, mostly, yes (IMO). Specially if you have the team and knowledge to produce such a title :)
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MartinBean
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Post by MartinBean »

Even better: most of us are working on the successor of Crysis, right? :P
I have not failed... I've just found many ways that wont work
UAB
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Post by UAB »

yes like MartinBean say

like Crysis Engine ,, and Unreal Engine 3 ....all Features

http://www.unrealtechnology.com/feature ... =rendering

......................................................................................

if this happen in Ogre3d >>>>> Can i do these Features by Normal Code of Ogre3d or must change core system like OpenGL in source code.

thanks
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Falagard
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Post by Falagard »

It's pretty clear that you don't really understand what Ogre exactly is.

Ogre is just a wrapper over other rendering APIs like DirectX or OpenGL, providing extra functionality to help with certain things such particle systems, shadows, materials, etc. so that you don't have to write all that from scratch.

Whenever someone asks "Can Ogre do this?" I always say "Can DirectX or OpenGL do that? If so, Ogre almost certainly can too".

Ogre's not a game engine, and doesn't have the tools necessary to build a AAA game. It's a rendering engine. It's a rendering engine. It's a... sorry.
UAB
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Post by UAB »

thank you very very very much MR.Falagard :evil:
and thanks for all :wink:
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Kojack
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Post by Kojack »

Although technically "next gen" means playstation 4, xbox 720, directx 11 and opengl 4 (3.1 is just directx 10 features). Since anything (games or hardware) you can actually buy in a store right now is current gen.
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nullsquared
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Post by nullsquared »

Pretty much all of the stuff on there seems to be pretty shaders, that's all. Ogre itself has nothing to do with the shaders you feed it, of course everything is possible with it.
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Red5_StandingBy
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Post by Red5_StandingBy »

Hi,

The core of most next-gen stuff is certainly shaders. Yet, let's not forget the need for an rendering architecture to organize and drive those shaders. In this area I think Ogre is also strong with its material and compositor scripts and render queue API. Also, there is constant improvement, ex. translucency for shadows maps were added recently, and they work like a charm out of the box. Similarly SSAO, PPSM, skin with texture diffusion, you name it, it is doable in Ogre.
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cybereality
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Post by cybereality »

Kojack wrote:Although technically "next gen" means playstation 4, xbox 720, directx 11 and opengl 4 (3.1 is just directx 10 features). Since anything (games or hardware) you can actually buy in a store right now is current gen.
Kojack is right. I think its safe to say the next-gen is already here, and ogre is certainly part of it.
eLunir
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Post by eLunir »

Isn't Ogre already next-gen? :shock: :shock: :shock:
Anyways, what else do we need? DX 10? (err, that is not really next-gen, OpenGL 3 is! 8) 8) 8) )
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