[ODE] 3D rendering library to use with ODE

Ed Jones ed.jones at oracle.com
Fri Mar 12 02:18:29 MST 2004


Thirded.

Plus, quite a few people have already made considerable efforts to 
integrate ODE with Ogre in a variety of different ways.
Heck, I've even done it myself!


DjArcas wrote:

>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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>>    
>>
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