On 4/12/2019 at 3:51 PM, DiegoFloor said:
Your next try should be Irrlicht Engine. It seems to have a very similar proposal to Ogre; 3d real time engine but not a game engine.
Irrlicht looks good for what it is, but very dated. Still uses the fixed function pipeline in some cases, and does all mesh animation on the CPU.
On 4/12/2019 at 3:53 PM, JTippetts said:
You can just use the rendering parts, though. That's what I did for a couple years. I abstracted out the rendering, then used some of my own existing code for all the rest of it. It's lightweight enough for that.
That's actually a very good point. I'll take another look at Urho3D.
On 4/12/2019 at 10:50 PM, costin said:
BGFX looks interesting, but a little low-level for my tastes.
On 4/12/2019 at 10:57 PM, midn said:
How did Horde3D not compile? I use it for most of my 3D projects and it works perfectly, it's a quick "cmake ./" followed by "sudo make install".
[...]/Horde3D-1.0.0/Horde3D/Source/Horde3DEngine/egRenderer.cpp:2301:78: error: cannot take the address of an rvalue of type 'float'
_renderDevice->setShaderConst( _defColorShader.uni_worldMat, CONST_FLOAT44, &Matrix4f().x[0] );
^~~~~~~~~~~~~~~~
The error itself doesn't look hard to fix, but it also looks like Horde3D is no longer being actively maintained - the last update on GitHub was "a year ago".