hi there,
can you advise me a good rendering engine for the following purposes:
- display many objects at once (LOD, occlusion culling)
- objects are animated
- up-to-date visuals
- "game"-logic is already present in c# code
The engine does not have to be free.
All engines I found so far seem to be real game engines and therefore handle to much.
The biggest request is the reusability of the existing code. The existing program uses a very limited selfmade 3D Engine. It is the goal to achieve better visuals (detailed objects) and higher performance displaying lots of 3D elements (up to 200.000, many might be occluded).
My wish would be to give the whole "scene" to the engine, each element with their different LOD-models / textures. the engine should do all stuff like handling visibility, LOD, occlusion, lighting ... rendering, and I still want to update f.e the position out of my c# code ...
any recommendations?
which (professional) 3D Engine? many objects, detailed objects, existent c# code
Started by Flockl82, Jul 13 2009 03:09 PM
6 replies to this topic
#1
Posted 13 July 2009 - 03:09 PM
#2
Posted 13 July 2009 - 03:42 PM
Flockl82 said:
- display many objects at once (LOD, occlusion culling)
Quote
- objects are animated
Quote
- up-to-date visuals
Quote
- "game"-logic is already present in c# code
Quote
The biggest request is the reusability of the existing code.
Quote
It is the goal to achieve better visuals (detailed objects) and higher performance displaying lots of 3D elements (up to 200.000, many might be occluded).
You will not find an engine anywhere which can render 200,000 seperate objects, much less an indie one. Can the engine keep track of 200,000 objects? Its possible but it would have to stream from the hard-disk. For one thing, just invision the CPU speed implications of that. Do you have any idea how long it takes for the computer to just do:
for (i = 0; i < 200000, i++)
{
//small operation
}
Now, it is possible to render 200,000 visually seperated (but not logically seperated) objects (ie pebbles on the ground)? Yes, but they need to either be part of a texture or built into a larger static mesh, and that is more an art challenge than anything. On top of all this, I can't think of any game concept where renderig 200,000 objects would be neccessary.
As for some recommendations:
OGRE
http://www.ogre3d.org/about/features
Irrlicht (not sure how "up to date" it is but its REALLY easy to use, and modify I believe)
http://en.wikipedia....Irrlicht_Engine
Open Scene Graph (toolkit that has a lot of the culling and LOD techniques you described)
http://en.wikipedia..../OpenSceneGraph
EDIT: I've been looking into irrlicht some more recently. Its not top-quality graphics, but for what its capable of, its really, REALLY easy... like... its rediculous. Getting an animated character on screen is like 20 lines of code.
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#3
Posted 13 July 2009 - 06:48 PM
If you want c#, you're going to have to make that your search priority in the engine database. Not that many engines use it, so that limits your choices by a large margin. C# is also slower than c++ so is contrary to your other goals and it doesn't make a good scripting language because of it's enormous size, so the entire engine is usually written with it. Also, looking for just a rendering engine is somewhat pointless since the other aspects of an engine don't really take up that much memory. You should just look for an engine that best suits your other goals. Aside from built in physics, that would probably slow things down quite a bit. Added detail is usually done by using shaders and bump mapping more than with tons of poly's anymore. I did a quick search and I think Horde3d would be a good choice since it is only a rendering engine and is very small and lists C# as a language.
Does this mean you are going to finally admit that it isn't just as easy to roll your own engine, starstutter?
Quote
EDIT: I've been looking into irrlicht some more recently. Its not top-quality graphics, but for what its capable of, its really, REALLY easy... like... its rediculous. Getting an animated character on screen is like 20 lines of code.
Does this mean you are going to finally admit that it isn't just as easy to roll your own engine, starstutter?
Currently using Blender and Unity.
#4
Posted 13 July 2009 - 08:13 PM
fireside said:
Does this mean you are going to finally admit that it isn't just as easy to roll your own engine, starstutter?
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#5
Posted 13 July 2009 - 09:09 PM
Oh, that's right, you did say that. Yeah, haven't seen any of Matt's posts for a while.
Currently using Blender and Unity.
#6
Posted 13 July 2009 - 09:21 PM
:offtopic: I think he left the forum after that big thread about drug (ab)use in the lounge.
reedbeta.com - developer blog, OpenGL demos, and other projects
#7
Posted 13 July 2009 - 10:02 PM
Reedbeta said:
:offtopic: I think he left the forum after that big thread about drug (ab)use in the lounge.
EDIT: (off topic again) Ohhhh, I know what I said. I made some statements that writing your own engine made things easier in the long run because it gave you a better understanding of the internal workings of all other engines, therefore you could learn engines and debug them much quicker.
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