Ogre as the basis of a CAD editor

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
vizilo
Gnoblar
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Joined: Thu Apr 14, 2005 11:57 am

Ogre as the basis of a CAD editor

Post by vizilo »

We are considering using OGRE in our architectural CAD viewer/editor. Our problems are the following: we have many entities, about several thousands. The entities should be able to move independently in a constraint driven environment. Entities are organized in a hierarchical structure.
The performance was low if every entity would have an own mesh. How can such a scene be modeled with OGRE? I wasted some time to figure out it from the OGRE demos, but I do not know it.
Thanks in advance...
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temas
OGRE Retired Team Member
OGRE Retired Team Member
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Joined: Sun Oct 06, 2002 11:19 pm
Location: The Woodlands, TX

Post by temas »

Well, since a custom scene manager might be pointless if large portions of the system are on the screen at any given time. You might look at using the new StaticGeometry, with some smart partitioning and rebuilding of the geometry it could probably attain fairly high speeds since it would be batching up tons of the small pieces. Just a knee jerk thought.