Apparently I can't post in off topic.
How old is Ogre? Multicore? Eventually, those clinging to backwards compatibility in OpenGL had to give up as legacy support crippled it until DirectX took over. If only Ogre had a competitor to push it to new limits, if only Ogre was a game engine instead of a rendering engine. I want to see what a game-engine focused rewrite of Ogre could do.
Neoaxis, Torchlight, not impressed (and a little peeved at them being closed source).
Also, what would you guys think of using code from http://g3d.sourceforge.net (new BSD)
A break with backwards compatibility
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spacegaier
- OGRE Team Member

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Re: A break with backwards compatibility
Ogre was created by Steve Streeting back in 2000.
Ogre is a pure rendering engine by choice. That will never change, but there are quite some game engines based on Ogre. You mentioned NeoAxis (Torchlight is a commercial game not a game engine as far as I know), another one is GameKit.
And there are some competitors such as Irrlicht engine, but I think Ogre beats them in many points (at least last I checked) and with the great work of this years Ogre GSoC we will also see a big performance boost in Ogre 2.0, so we are pushing ourselves to new limits to be able to deliver stunning graphics (given a talented (shader) coder and artist, which is a requirement for any good scene regardless of the used rendering engine).
So bottom-line: Not really sure what you are rambling about
?!
Ogre is a pure rendering engine by choice. That will never change, but there are quite some game engines based on Ogre. You mentioned NeoAxis (Torchlight is a commercial game not a game engine as far as I know), another one is GameKit.
And there are some competitors such as Irrlicht engine, but I think Ogre beats them in many points (at least last I checked) and with the great work of this years Ogre GSoC we will also see a big performance boost in Ogre 2.0, so we are pushing ourselves to new limits to be able to deliver stunning graphics (given a talented (shader) coder and artist, which is a requirement for any good scene regardless of the used rendering engine).
So bottom-line: Not really sure what you are rambling about
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