[ODE] 3D rendering library to use with ODE

DjArcas djarcas at hotmail.com
Thu Mar 11 11:46:43 MST 2004


Seconded. Ogre3d is very very good.

----- Original Message ----- 
From: "Megan Fox" <shalinor at circustent.us>
To: <ODE at q12.org>
Sent: Wednesday, March 10, 2004 8:34 PM
Subject: RE: [ODE] 3D rendering library to use with ODE


> This is true, but if all you want a particularly simple / high-level
rendering system for a project that has nothing to do with the development
of rendering technology (say, evolving AI, as the case may be here - am I
close?), there are many mature options that exist that'll do exactly what
you need with a minimum of fuss.
>
> OGRE (http://www.ogre3d.org/) comes to mind as a possible choice, as does
Crystal Space 3D
(http://crystal.sourceforge.net/tikiwiki/tiki-view_articles.php) - OGRE is
more or less "just a simple rendering engine", which sounds like what you
need, whereas Crystal Space is more of an all-around renderer + world files
+ editors + etc solution.  Crystal Space 3D might be a decent choice if you
expect this project to extend beyond "a few robots rolling around on a flat
plane hitting walls," otherwise, OGRE will probably do what you need.
>
>
> (mind, of course, I am horribly biased against Crystal Space 3D, and find
Nebula Device 2
http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/WebHome to be
a far superior choice, but that's because I work with Neb2, and happen to
really really like it - and it is -NOT- a better choice if you have no
interest in learning what amounts to a very complex/powerful game engine
with sparse documentation and no established world creation toolset)
>
> -Megan Fox
> Lead Developer, Elium Project (http://www.elium.tk)
>
> > Building a simple model loader, model renderer, and camera
> > control for OpenGL is a fun week-end project. It really isn't that hard.
> >
> > An alternative would be to use DirectX with the D3DX library; it
> > has functions to load and render models, with textures you
> > specify, already. They also break the camera into a separate
> > matrix from model orientation, which makes the job easier on you.
> >
> > Integration with ODE should be about the same no matter what the
> > library is, unless you can find a library that natively uses ODE
> > data types (I haven't found one).
> >
> > Cheers,
> >
> > / h+
>
>
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