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Next Generation ?

Posted: Thu Dec 27, 2007 7:24 pm
by UAB
hi every body...

Can make Ogre3d Next Generation Engine ??

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

HELP !! :cry:

Posted: Thu Dec 27, 2007 7:35 pm
by UAB
sorry

"or the struct of Ogre3d can (not) be Next Generation Engine..."

Posted: Thu Dec 27, 2007 8:28 pm
by MartinBean
yes!

Posted: Thu Dec 27, 2007 8:49 pm
by UAB
thanks for answer....

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

and Thanks again..

Posted: Thu Dec 27, 2007 8:57 pm
by Kencho
Please, could you explain?

Posted: Thu Dec 27, 2007 9:32 pm
by dodongoxp
what do you mean by next generation engine???

what are you trying to say??

please explain more clearly

:?: :?: :?:

Posted: Thu Dec 27, 2007 9:34 pm
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.

Posted: Thu Dec 27, 2007 9:43 pm
by Kencho
Ah, mostly, yes (IMO). Specially if you have the team and knowledge to produce such a title :)

Posted: Thu Dec 27, 2007 9:50 pm
by MartinBean
Even better: most of us are working on the successor of Crysis, right? :P

Posted: Thu Dec 27, 2007 9:59 pm
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

Posted: Thu Dec 27, 2007 10:33 pm
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.

Posted: Thu Dec 27, 2007 11:41 pm
by UAB
thank you very very very much MR.Falagard :evil:
and thanks for all :wink:

Posted: Fri Dec 28, 2007 5:43 am
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.

Posted: Mon Dec 31, 2007 9:01 pm
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.

Posted: Tue Jan 01, 2008 7:04 pm
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.

Posted: Tue Jan 01, 2008 8:29 pm
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.

Posted: Fri Jan 18, 2008 3:12 am
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) )