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Crystal Space
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General Crystal Space Discussion
CS vs Ogre3D, NebulaDevice
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Topic: CS vs Ogre3D, NebulaDevice (Read 30980 times)
miloz
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CS vs Ogre3D, NebulaDevice
«
on:
December 22, 2005, 11:59:00 am »
is CS better than other opensource game engines like Ogre3D or NebulaDevice ?
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jorrit
Administrator
Hero Member
Posts: 1703
Re: CS vs Ogre3D, NebulaDevice
«
Reply #1 on:
December 22, 2005, 12:01:04 pm »
Quote from: miloz on December 22, 2005, 11:59:00 am
is CS better than other opensource game engines like Ogre3D or NebulaDevice ?
Well I hope you don't expect an unbiased answer here?
Seriously. I never actually compared them but what I hear from other people is that Crystal Space is a little bit more powerful then those others but slightly harder to use.
Greetings,
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Futant
Guest
Re: CS vs Ogre3D, NebulaDevice
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Reply #2 on:
January 05, 2006, 04:10:43 pm »
Ogre is NOT a game engine. It's a rendering engine.
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dingobloo
Idle Extrordinare.
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Posts: 125
Re: CS vs Ogre3D, NebulaDevice
«
Reply #3 on:
January 06, 2006, 03:01:32 am »
Quote from: Futant on January 05, 2006, 04:10:43 pm
Ogre is NOT a game engine. It's a rendering engine.
Crystalspace is also NOT a game engine, that just happens to be one of it's uses.
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Shoneo
Guest
Re: CS vs Ogre3D, NebulaDevice
«
Reply #4 on:
January 12, 2006, 02:20:13 am »
I’m trying to draw 5 shperes. Each of them has approx. 40000 triangles. The
scene provides 10fps, while in the OGRE it can provide 200 fps. I draw the
spheres as simple objects (theoretically). Does the engine works so hard with
great quantity of polygons?
I download from engine as shown in Sample2.
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jorrit
Administrator
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Posts: 1703
Re: CS vs Ogre3D, NebulaDevice
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Reply #5 on:
January 12, 2006, 08:14:38 am »
Quote from: Shoneo on January 12, 2006, 02:20:13 am
I’m trying to draw 5 shperes. Each of them has approx. 40000 triangles. The
scene provides 10fps, while in the OGRE it can provide 200 fps. I draw the
spheres as simple objects (theoretically). Does the engine works so hard with
great quantity of polygons?
I download from engine as shown in Sample2.
What version of CS? Also how did you create the object? What kind of object is it? If you're using 'thing' then you have the overhead of the lightmaps. It is hard to do a fair comparison. So I need a little bit more details on your test.
Greetings,
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Shoneo
Guest
Re: CS vs Ogre3D, NebulaDevice
«
Reply #6 on:
January 13, 2006, 04:59:29 am »
"What version of CS?" - 0.99
"What kind of object is it? If you're using 'thing' then you have the overhead of the lightmaps." Yes thing
"It is hard to do a fair comparison" - I don't try to compare. just want good speed:))) And I hope that the engine can provide it
So what should I do?
thanks
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dingobloo
Idle Extrordinare.
Global Moderator
Full Member
Posts: 125
Re: CS vs Ogre3D, NebulaDevice
«
Reply #7 on:
January 13, 2006, 07:52:20 am »
Quote from: Shoneo on January 13, 2006, 04:59:29 am
"What version of CS?" - 0.99
"What kind of object is it? If you're using 'thing' then you have the overhead of the lightmaps." Yes thing
"It is hard to do a fair comparison" - I don't try to compare. just want good speed:))) And I hope that the engine can provide it
So what should I do?
thanks
Change them to genmehses rather than thing, also I'm not completly sure, but i think VBO was disabled in 0.99 by default for everyone, enabling this will give you large gains on newer graphics cards.
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jorrit
Administrator
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Posts: 1703
Re: CS vs Ogre3D, NebulaDevice
«
Reply #8 on:
January 13, 2006, 08:21:17 am »
Quote from: Shoneo on January 13, 2006, 04:59:29 am
"What version of CS?" - 0.99
"What kind of object is it? If you're using 'thing' then you have the overhead of the lightmaps." Yes thing
"It is hard to do a fair comparison" - I don't try to compare. just want good speed:))) And I hope that the engine can provide it
So what should I do?
thanks
Indeed as dingobloo says. You should do two things:
1: enable VBO (in data/config/r3dopengl.cfg, i.e. this line:
Video.OpenGL.UseExtension.GL_ARB_vertex_buffer_object = true
In latest CVS this is now default on.
2: use genmesh instead of thing.
That should give a LOT better results.
Greetings,
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Escorter
Jr. Member
Posts: 94
Re: CS vs Ogre3D, NebulaDevice
«
Reply #9 on:
January 28, 2006, 06:59:09 pm »
OGRE is a very nice and easy-to-use rendering engine, but if you want to make a game, you need to integrate a sound system, script system, etc. I worked with it, and its a great stuff! The Nebula Device is a professional game engine, but you can't compile it with GNU tools under Windows. I think CS is great, but it has a very annoying "feature": millions of plugin DLLs (the most annoying - why need separate DLLs for Fire, Fountain, and Somke particle system? :S)
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kornerr
Full Member
Posts: 101
Re: CS vs Ogre3D, NebulaDevice
«
Reply #10 on:
January 28, 2006, 07:12:13 pm »
What's VBO?
Do I need it enabled on my gf4mx? And what cards need it?
Thanks.
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OSRPG (Open Source RPG)
CS Manual in Ru (will not be continued)
Open Source all the way, baby
jorrit
Administrator
Hero Member
Posts: 1703
Re: CS vs Ogre3D, NebulaDevice
«
Reply #11 on:
January 28, 2006, 08:12:24 pm »
Quote from: Escorter on January 28, 2006, 06:59:09 pm
OGRE is a very nice and easy-to-use rendering engine, but if you want to make a game, you need to integrate a sound system, script system, etc. I worked with it, and its a great stuff! The Nebula Device is a professional game engine, but you can't compile it with GNU tools under Windows. I think CS is great, but it has a very annoying "feature": millions of plugin DLLs (the most annoying - why need separate DLLs for Fire, Fountain, and Somke particle system? :S)
In what sense is this annoying? When you distribute your game the dll's go with the exe. The user will not notice them since you only put the exe in the start menu (by the installer). So in what sense is this annoying?
Also you *can* compile CS in one big exe if you want. CS has that option.
Greetings,
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jorrit
Administrator
Hero Member
Posts: 1703
Re: CS vs Ogre3D, NebulaDevice
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Reply #12 on:
January 28, 2006, 09:44:21 pm »
Quote from: Escorter on January 28, 2006, 09:43:15 pm
And is there a simple particle system plugin for loading particle scripts created with the particle editor?
Well those are standard loadable. No need for anything special there. I suppose you mean partedit?
Greetings,
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Escorter
Jr. Member
Posts: 94
Re: CS vs Ogre3D, NebulaDevice
«
Reply #13 on:
January 28, 2006, 09:48:22 pm »
Yes, I mean partedit.
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KPNRG
Newbie
Posts: 4
Re: CS vs Ogre3D, NebulaDevice
«
Reply #14 on:
January 29, 2006, 08:28:03 am »
The downside of so many choices - which is the best to use in a particular situation?
Unfortunately, I think, given the lack of reviews, and unless there's time and resource to explore the engines over a couple years, the choice comes down to a coin toss and running with it...
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