Thoughts on exporting assets for Ogre
Hi,
Recently have tried the blender2ogre exporter and I could not even imagine that such a situation could even occur - I will not rewrite my discovery and feelings again, the topic is here: viewtopic.php?t=97189
Ogre is an excellent 3d engine (I am referring to the 1.x variant).
It has a very robust and flexible API and it is one of the last well made 3d egines written in C++ for C++ developers.
The flexibility it does offer is far away from the Unity crap but the last one has choosen a path that Ogre did not - to offer a very well made and easy to use 3d editor with the engine integration built in.
Unity has made the same mistake that Ogre did or maybe it was intentional - to go for a pseudo proprietary scene format - well, it is not accurate as almost all the assets are in the fbx format, but the grouping and arrangement is proprietary.
In any case Unity has revolutionized the game dev scene as it has offered the tool to let artists and content creators to make beautiful assets and scenes and sell them on the Unity store and then allowing indie developers to create good games with less effort and by using a reasonable amount of time.
Even the Godot new born engine is including a gltf scene importer so that the Unity to gltf and gltf to Godot process is allowing almost 50% of the scene to be imported.
Personally I do not mind the dx12 parallel gpu taks commitment/processing which has given the idea to create the version 2 of Ogre with a rewritten pipeline in order to be compliant to the new M$ API.
I am convinced that this was the Ogre team fault, it was your fault guys.
At that time when you were going to embrace that journey (to create the new engine) it was clear which were the two/three major flaws of Ogre 1.x
It was not the engine pipeline (serial instead of parallel) instead it was the lack of a non proprietary format support: ie GLTF, the lack of a scene editor, the lack of an advanced lightning system ie VCT.
While the second and third were not mandatory IMHO the first one was.
During these years you also did not make the blender2ogre plugin use multi threading - it is impossible to offer a tool which will take one, two days to complete a mid complex scene.
I do not know if the Ogre founders are still on the Ogre project, it would be nice to hear a voice from them.
Anyway if you will not refactor the blender2ogre plugin or create a commandline tool like the xml converter to convert a blender scene into the .scene format in a reasonable amount of time (not more then 5 mins for a very complex scene) then probably Ogre will end like many other engines did before, just to mention one of them: Irrlicht.
I would like to encourage you to offer such a tool by using multi threading with an efficient DOM like data model from which the final .scene can be built in a robust and fast way.
At the stage we are now we can not expect Ogre to be used for commercial products - almost all the assets are made and available on the Unity store.
You/we can avoid that Ogre will be forget, please create such petition where people will be funding such blessing tool for both the Ogre engines.
Thanks.