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Ogre 3D as the rendering engine for a demo?

Started by January 23, 2014 06:21 AM
6 comments, last by pyirrlicht 10 years, 9 months ago

Hi guys.

Regarding Ogre3D, recommend it to create a simple demo which will have a 3rd Person ARPG - (ARPG = Action Role Playing Game) style boss battle?

I have been learning OpenGL and i noticed how large graphics programming is and i think that if i want to create a portfolio to show for my future career it would be best of to use a premade Open-Source engine like Ogre3D while learning OpenGL and 3D Graphics programming for some years before i write my own rendering system.

I have tried the Irrlicht engine and i must say that it was quite quick to set up a lot of things, However its documentation is not as good as Ogre3D's. In Comparison Irrlicht's documetation is quite short and not as in-depth as Ogre's. I also know that Ogre is literraly an Ogre since it is quite huge. Its code is clean and OO which i specialise in.

I am going to try to also combine other engines with Ogre such as Bullet for other things.

Would you recommend Ogre 3D for a game demo?

Ogre is absolutely fine to use for learning and for something that's not going to be a final, full game. When you render complex scenes with many objects / draw calls you will encounter performance problems (see http://www.ogre3d.org/forums/viewtopic.php?f=13&t=77143) which are being improved for Ogre 2.0+, but that's still going to take time.

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I see, thanks a lot and in the final game i do not think i may use it if there is performance issues with Ogre if there are complicated scenes/objects then i guess i may have to look for another engine.

Sorry if off-topic but is Irrlicht's power quite limited compared to Ogre's?

Also what tool would you suggest to use for a complex graphics heavy game based on your expierence?

I don't have indepth experience with Irrlicht, but the general impression I get is that it is more limited compared to Ogre. Its design is simpler so it's on the surface easier to use, but doesn't allow as indepth customization of rendering. OTOH, achieving certain things in Ogre that it's not made for out of the box (such as deferred rendering) can get quite complex or unintuitive too.

I don't think there currently is an obviously superior rendering engine choice, if you require it to be open source. For example you can try the engine (Urho3D) in my signature, where I put a conscious effort to avoid some of the performance pitfalls as in Ogre, but it's D3D9 / OpenGL2 / GLES2 only, and doesn't have nearly the same level of tool or community support as for example Ogre.

If you don't require open source, then based on my experiences in my day job I recommend Unity. It's not as good for graphics-heavy work as say, UDK or CryEngine, but the reasons I recommend it are the flexibility, documentation and ease of use / workflow.

Your engine sounds quite interesting and i would not mind using D3D9/OpenGL2. It sounds quite interesting and looks like a nice idea and looking at it looks clean and quite capable. If it is ok with you i may use this is my final product if i cannot find something better? The level of graphics i am trying to achieve is similar to this or this.

Urho3D and the third-party libraries it uses are licensed with permissive BSD/MIT style licenses so you're basically free to use it in any productions, as long as the copyright notices are included with your product.

The basics of the rendering are solid, ie. for example parallel-split shadow mapping, forward or deferred rendering out of the box, but you can expect to have to work on the shaders heavily, especially for something like the hair effects.

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I see thanks, i will let you know on my game progress and if i make a game i will definetly say that it was made with your engine created by you and put you in the credits/acknowledgements/special thanks.


i think that if i want to create a portfolio to show for my future career

better choice is Irrlicht, Ogre have many problems on different machines - as result your portfolio will not accessible

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