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    siN
    @sindev95
    spawn points
    creatures
    i want to take these into account
    SNiLD
    @SNiLD
    can be done, Ogre::Terrain is surprisingly powerful
    siN
    @sindev95
    strange that there aint much resources about ogre3d
    the docs aren't good too
    i have to go around the samples and the core to understand everything
    SNiLD
    @SNiLD
    we use it in a simulation with 20km x 20km visibility to all direction with millions of trees, sea safety equipment, sea, city models, etc
    siN
    @sindev95
    what is the octreescenemanager
    SNiLD
    @SNiLD
    yeah, most stuff has to be done by reading the source code, although the documentation has improved a lot after paroj took over
    it reads in the class definition
    siN
    @sindev95
    would be much better if there's ytb tuts or more articles on it
    i mean the engien
    SNiLD
    @SNiLD
    we use the default scene manager as other really don't provide any improvement on open scenes
    siN
    @sindev95
    engine*
    Guillermo Ojea Quintana
    @sercero
    Check the wiki also
    siN
    @sindev95
    @SNiLD what i did for now is
    Guillermo Ojea Quintana
    @sercero
    Octree Scene manager was though as an optimization, but eventually it was found out that culling by brute force was best
    siN
    @sindev95
    create a SceneManagerCamera which is : public OctreeCamera
    and the SceneManager is : public OctreeSceneManager
    and play with'em
    SNiLD
    @SNiLD
    you should always create cameras, entities etc through the scenemanager
    siN
    @sindev95
    so you mean i shouldn't be using Octree at all in my own scenemanager
    or you mean i should add'em to it ?
    SNiLD
    @SNiLD
    you can if you want/need to
    but no matter what scenemanager you choose, create cameras, entities, scenenodes etc through the scenemanager so the scenemanager can give you correct instances of them
    then changing scenemanager is not a problem
    (but that's not the only reason, all of the objects are really tightly tied to the scene manager)
    siN
    @sindev95
    well what my idea is
    to create the Landscape
    i will create TileManager/TileResource/TileEdgeRender/Render/Patch/StaticObjectManager/Options/RaySceneQuery/HeightDataSource/Camera classes
    and use'em for my scenemanager
    what do you think ?
    im trying to create an rpg game
    so the terrain is my most crit part of the work
    terrain
    SNiLD
    @SNiLD
    yeah tiling is definitely the way to go if you want large open scenes
    siN
    @sindev95
    since ill need to get the height , get the walk path , get the water , set the world geometry..etc
    SNiLD
    @SNiLD
    Ogre::Terrain can save the pre-generated terrain blocks and load them from file so you don't even need the image in the long run, you can just generate the blocks once and later load them
    siN
    @sindev95

    Ogre::Terrain can save the pre-generated terrain blocks and load them from file so you don't even need the image in the long run, you can just generate the blocks once and later load them

    so what should i do in here ?

    SNiLD
    @SNiLD
    that's how we do it, we have huge geotiff's of areas around the world and we pre-generate Ogre::Terrain blocks from them
    siN
    @sindev95
    umm
    can u do a simple ex on how to use Terrain class with loading the heights/mask/walk/water images?
    SNiLD
    @SNiLD
    try the endlessworld sample, it has all of these (except for the fact that the terrain is automatically generated instead of loaded from img)
    siN
    @sindev95
    ok ill look into it again
    siN
    @sindev95
    i think ill go with what i started and not use that
    i got the structure of the landscape stuff i need to do
    Tomas Ayi
    @tomasayi
    Hi again. I finally could compile Ogre3D in an i.MX8QM. I could run samples with SampleBrowser. The problem is that the performance is so slow. I would like to know if getting around 10-15 fps in SampleBrowser 3 sample in 1920x1080 is correct for my hardware or not, considering it has a Vivante GC7000XSVX GPU (you could read in internet that it has double GPU, but there is proof that it has the same performance as a single GPU). I tried using Debug and Release build modes and had only around 20% fps boost...
    If useful, this is ./SampleBrowser 3 command output:
    https://gist.github.com/tomasayi/ee1999f64ae313dcdcd4d2537d74468b
    This is ogre.cfg file:
    https://gist.github.com/tomasayi/120390f4d0141b43ff81f43d6d8e8de4
    Thank you
    4 replies
    Jhonny Vargas
    @jkvargas

    hey guys, I am trying to run some samples after building the src and I am getting:

    An exception has occured: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library /home/vargasj/dev/ogre-next/cmake-build-debug/lib/RenderSystem_GL3Plus_d. System Error: /home/vargasj/dev/ogre-next/cmake-build-debug/lib/RenderSystem_GL3Plus_d.so.2.2.5: cannot open shared object file: No such file or directory in DynLib::load at /home/vargasj/dev/ogre-next/OgreMain/src/OgreDynLib.cpp (line 112)

    What am I missing? =)

    21 replies
    Jhonny Vargas
    @jkvargas
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