conx wrote:In IT/Programming it is only a matter of time.
The question is who will make this first we or them.
Who would imagine in 2005 that this project will get to this point?
I know, truth hurts some times.
Sorry
The thing is :
- You are right about what would be cool (super-easy API, no complicated stuff, light shaft etc).
You are wrong about what can be done in Ogre without changing its nature.
Having light shafts (for example) in Ogre would defeat the purpose by forcing a rendering pipeline onto the user, since you can't build something like this in a modular way.
Ogre users have various needs. Some want to use deferred shading, some don't. Some want stencil shadows, others don't. Some want to use a real-time shader system, some don't.
And these are not obvious, general-purpose choices. These define what the user can do or can't. If Ogre was to force some of these choices, a lot of users would lost all interest for it because they wouldn't be able to use it for their purposes.
There is a reason why game engines like Unity or UDK are monolithic. And there is a reason why Ogre is not. I say this as a user of both commercial engines (Source, UDK, UE4 etc) and Ogre.