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Engines: Ogre3D gets massive upgrade
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Possibly the biggest changelog ever for the open-source Open Graphics Rendering Engine; tons of treats like OpenGL Shader Language support and a general renderer workover/optimisation.
For those of you with a bit of code up your sleeves wanting to develop a portable (Linux/OSX/Wintel..) and unique project, Ogre3D is a fine start.. Remember though, Ogre3D isn't a game engine, so much as a 3D engine especially designed for use in games. If nudged I may even write an artists tutorial (though my nebula tutes still need a happy ending.. oops).
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There comes a time when an artist just wants to cut loose and go beyond what can be done modifying an existing game. Sure, this is part of the fun of modding, breaking it enough until it works the way you want it to - but so often you only get half way there. Even so, there's always the problem of distribution, relying on your audience having a certain OS with a certain game. Why should my game be totally dependent on someone elses software? Over the years this has nudged me to look at the offerings of cross-platform and open-source engines..
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Ungravity's 'Oversaturation'
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