Crystal Space
Welcome,
Guest
. Please
login
or
register
.
May 25, 2013, 10:22:21 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search:
Advanced search
9224
Posts in
2230
Topics by
5389
Members
Latest Member:
Sandradhernandez
Crystal Space
Crystal Space Project Development
Feature Requests
ability to use other graphic engines
« previous
next »
Pages:
[
1
]
Author
Topic: ability to use other graphic engines (Read 11442 times)
Icy Manipulator
Guest
ability to use other graphic engines
«
on:
September 03, 2005, 12:13:10 am »
i would like it if there were a way to use ogre or irrlicht with crystalspace.
Logged
jorrit
Administrator
Hero Member
Posts: 1703
Re: ability to use other graphic engines
«
Reply #1 on:
September 03, 2005, 06:11:48 am »
Quote from: Icy Manipulator on September 03, 2005, 12:13:10 am
i would like it if there were a way to use ogre or irrlicht with crystalspace.
Why would you want to do that? That's like saying is there a way to drive both a Toyota and a Volkswagen at the same time. You can only use one 3D engine at the same time. There is no point in trying to use several at once.
Greetings,
Logged
tony
Guest
Re: ability to use other graphic engines
«
Reply #2 on:
September 15, 2005, 09:28:06 am »
Well, not sure about irrlicht, but for OGRE, I think it should be use as a graphic engine, since that's what OGRE is.
Will a partical creator be in CS like the one that's in OGRE ?
Logged
jorrit
Administrator
Hero Member
Posts: 1703
Re: ability to use other graphic engines
«
Reply #3 on:
September 15, 2005, 09:30:53 am »
Quote from: tony on September 15, 2005, 09:28:06 am
Well, not sure about irrlicht, but for OGRE, I think it should be use as a graphic engine, since that's what OGRE is.
Will a partical creator be in CS like the one that's in OGRE ?
I don't know. What does the particle creator in OGRE do? Note that we have a partedit tool in CS too. Did you try that? It is not that impressive but it works.
Greetings,
Logged
azuron
Newbie
Posts: 22
Re: ability to use other graphic engines
«
Reply #4 on:
September 15, 2005, 09:48:23 am »
The graphics rendering system is the core of a 3d engine and it has been deeply integrated with the engine.
So it's not so easy to extract it and replace with another gfx system.
The graphics system of CS is powerful enough.
Not like the case of network middleware. One implementation of CS is based on HawkNL but it can also be replaced with other netlibs, such as Raknet, I think.
Quote from: tony on September 15, 2005, 09:28:06 am
Well, not sure about irrlicht, but for OGRE, I think it should be use as a graphic engine, since that's what OGRE is.
Will a partical creator be in CS like the one that's in OGRE ?
Logged
tony
Guest
Re: ability to use other graphic engines
«
Reply #5 on:
September 18, 2005, 12:44:28 pm »
I know there's a export script to OGRE, I don't think a CS to OGRE converter will be that differcult.
Logged
jorrit
Administrator
Hero Member
Posts: 1703
Re: ability to use other graphic engines
«
Reply #6 on:
September 18, 2005, 01:23:07 pm »
Quote from: tony on September 18, 2005, 12:44:28 pm
I know there's a export script to OGRE, I don't think a CS to OGRE converter will be that differcult.
And what would be the point exactly?
What export script to OGRE do you mean? There is no script to export CS map files to OGRE.
Greetings,
Logged
tony
Guest
Re: ability to use other graphic engines
«
Reply #7 on:
September 20, 2005, 06:59:00 am »
No, I mean there's a Blender script to export to OGRE, the purpose it would serve is to convert CS rendering engine to OGRE graphic engine, if a CS plug-in converter was ever to be created.
Logged
mark
Full Member
Posts: 101
Re: ability to use other graphic engines
«
Reply #8 on:
September 20, 2005, 08:14:03 am »
you want to export the CS engine with blender to ogre?? I don't understand what exactly you want...
Do you want a csplugin that renders graphics with ogre or do you just want a fileformat-converter to convert a cs xml-mapfile into a format ogre understands?
Logged
Gentoo Linux ~x86, kernel 2.6.11-cko9 smp, gcc 3.4.4-r1, binutils 2.16.1, glibc 2.3.5 NPTL
CS+CEL Pseudo Stable 2005.09.03
tony
Guest
Re: ability to use other graphic engines
«
Reply #9 on:
February 23, 2006, 04:59:44 am »
I think you miss the point, A way for Crystalspace to use Orge as a rendering engine or graphic engine.
Logged
jorrit
Administrator
Hero Member
Posts: 1703
Re: ability to use other graphic engines
«
Reply #10 on:
February 23, 2006, 06:23:26 am »
Quote from: tony on February 23, 2006, 04:59:44 am
I think you miss the point, A way for Crystalspace to use Orge as a rendering engine or graphic engine.
There would be no benefit to that. CS already has a renderer which is suited perfectly for CS needs (as it is made for that). OGRE wouldn't be a perfect match and making an adaptor is a big job.
Greetings,
Logged
genjix
Jr. Member
Posts: 53
Re: ability to use other graphic engines
«
Reply #11 on:
June 17, 2006, 09:47:44 pm »
But say crystalspace used the ogre rendering engine... Wouldn't it in the future divert people away from having to spend development time on the graphics engine? Since ogre is suited specifically to 3D graphics I also think it does its job better than the lagging cs renderer does.
Logged
genjix
Jr. Member
Posts: 53
Re: ability to use other graphic engines
«
Reply #12 on:
June 17, 2006, 09:51:41 pm »
Here are the assumptions in the above post:
1) plugin interface takes less time than rendering engine to update
2) ogre is better than cs for 3d graphics (which seems to be the consensus among developers)
Logged
jorrit
Administrator
Hero Member
Posts: 1703
Re: ability to use other graphic engines
«
Reply #13 on:
June 19, 2006, 05:28:54 am »
Quote from: genjix on June 17, 2006, 09:47:44 pm
But say crystalspace used the ogre rendering engine... Wouldn't it in the future divert people away from having to spend development time on the graphics engine? Since ogre is suited specifically to 3D graphics I also think it does its job better than the lagging cs renderer does.
Hmm... 'lagging cs renderer'? What do you mean by that?
And no, the ogre rendering would not at all be better for CS. On the contrary. The CS renderer is made specifically for CS so it works best for CS. If we were to use OGRE for rendering we would have to make an adaptor between CS and OGRE which would reduce efficiency again.
Greetings,
Logged
Pages:
[
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Crystal Space Development
-----------------------------
=> General Crystal Space Discussion
=> Support
-----------------------------
Crystal Space Project Development
-----------------------------
=> Feature Requests
=> Plugins
=> Bug Reports
-----------------------------
Crystal Space Development
-----------------------------
=> Game Content Creation
-----------------------------
Miscellaneous
-----------------------------
=> Article/Tutorial Requests
=> Article/Tutorial Discussion
-----------------------------
Crystal Space Project Development
-----------------------------
=> Development Discussion
-----------------------------
Crystal Space Projects
-----------------------------
=> Project Discussion
=> WIP Projects
=> Finished Projects
-----------------------------
Associate Projects
-----------------------------
=> CEL Discussion
=> Crystal Core Discussion
=> CrystalBlend Discussion
-----------------------------
Crystal Space Project Development
-----------------------------
=> Google Summer of Code
-----------------------------
Associate Projects
-----------------------------
=> Apricot (Open Game)
=> Ares Project
Loading...