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Ogre3D in a browser


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#1 Guest_Matthew Casperson_*

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Posted 19 October 2009 - 02:00 PM

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This is a screenshot taken from a new project that aims to embed Ogre 3D into a web browser. There are a number of live demos which you can view here, and you can read about the process of embedding Ogre3D into a browser here.

#2 rouncer

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Posted 21 October 2009 - 04:14 AM

Id imagine if you were making an mmo, having it web based would be a good way to do it... and ogre3d is direct x isnt it?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#3 phyxx

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Posted 21 October 2009 - 06:53 AM

Ogre supports both DirectX and OpenGL. The online demos use the OpenGL renderer.

#4 rouncer

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Posted 23 October 2009 - 07:48 AM

The only thing I dont get about web based applications is when do they choose to upload, every instantiantion of the program, or is it kept cached??

Cause youd like to keep your upload/download minimal.

And just uploading code is one thing, what do you do for the media? It loads all up once at the start?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#5 poita

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Posted 25 October 2009 - 08:44 AM

It will be cached rouncer, both code and media, just like flash games are.

#6 rouncer

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Posted 26 October 2009 - 12:01 PM

So theres definitely no downloading during the game, just needed to get my head around that.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#7 CodeKrash

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Posted 05 July 2010 - 06:59 AM

I can appreciate this.



I realize this is a stale thread but theres NO REALLY anything to get ur head around. It is a fundamental argument about the transfer of data.

#8 poita

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Posted 05 July 2010 - 07:07 AM

rouncer said:

So theres definitely no downloading during the game, just needed to get my head around that.

No downloading at all.

The way Unity does it is that you download the Unity player (a one off install, just like the Flash player). Then, to play a game, it downloads a .unity3d file, which contains the whole game. Once that's downloaded once, it will be cached for future use. Of course, if you upload a new version then people will need to update, but there's nothing you can do about that.

Unity can also be set up to stream different levels as you need them, so there could be downloading during the game, but only if you want to. I have no idea how caching works in that case.

#9 CodeKrash

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Posted 05 July 2010 - 07:21 AM

poita said:

No downloading at all.

The way Unity does it is that you download the Unity player (a one off install, just like the Flash player). Then, to play a game, it downloads a .unity3d file, which contains the whole game. Once that's downloaded once, it will be cached for future use. Of course, if you upload a new version then people will need to update, but there's nothing you can do about that.

Unity can also be set up to stream different levels as you need them, so there could be downloading during the game, but only if you want to. I have no idea how caching works in that case.
describe the different levels in unity

i am working on a similar tiered data transfer system

#10 poita

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Posted 05 July 2010 - 05:40 PM

By "levels" I mean game levels, i.e. scenes, worlds, whatever you want to call them :)





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