From: Jordi <mu...@gm...> - 2006-03-18 22:51:23
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IMHO all we need is a rendering engine + physics (Gazebo is not that complex) Game engines surely have other modules that we will never use (we need networking or sound?) Among rendering engines: I've taken a look to OpenSceneGraph, I've taken only a look to the documentation and it seems far less complete that the one in Ogre3d (I just looked for a good basic tutorial). So I'll choose Ogre3D Maybe I'm against game engines because I used Crystal3D engine long time ago and it wasn't a very pleasant experience. On the other hand, when I first heard about ogre3D and gazebo I wasn't sure about it. I though Ogre was too big. Now I think it is perfect and I think a game engine is too big. Maybe I'm wrong again. > Hello all, > > I have now received multiple suggestions for different rendering/game > engines for use with Gazebo. All have suggested different packages, > however they have all been game engines. The purpose of this email is > to start a discussion on what is the proper engine Gazebo should use, > if any. If you have any experience, comments, or suggestions on this > subject please speak up. > > Before I go further, let me give a little background as to the > difference I see between a game engine and a rendering engine. Game > engines combine multiple libraries to form a single package suitable > for designing a complete game. Typically these libraries include > rendering, scene management, sound, networking, physics, and > collision detection. A rendering engine is usually a single > self-contained library designed only for scene-management and > rendering. > > Originally I choose a stand-alone rendering engine for it's > simplicity, efficiency, and few external dependencies. Now I wish to > be convinced if a game engine is the proper choice, or a rendering > engine. > > On the rendering engine front: > > - Ogre3d (www.ogre3d.org) > Very good documentation, tutorials, and active community. Does not > attempt to do too much, and is easy to use. > > - Open Scene Graph (http://www.openscenegraph.org/) > Has same benefits as Ogre3d, except that is much more heavyweight > and difficult to use. The documentation and tutorials tend have let me > down in the past. > > > I have never used a game engine, so I can't make any meaningful > comments. So I will just list the ones I know of. Please offer > comments on these, especially if you have experience with them. > > - Crystal Space > (http://www.crystalspace3d.org/tikiwiki/tiki-view_articles.php) - IrrLicht > (http://irrlicht.sourceforge.net/) > - Delta3d (http://delta3d.org/) > - Yake (http://www.yake.org/) > > Requirements: > - Open source > - lots of documentation, tutorials, and an active community > - Fairly mature. > - Use ODE, or easy support for it. > - Support for concurrent rendering of multiple cameras. > - Support for offscreen rendering. Basically need the ability to run > headless while still producing camera data. > - Must be efficient. I don't want to sacrifice accuracy for eye-candy. > > > -nate > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting language > that extends applications into web and mobile media. Attend the live > webcast and join the prime developer group breaking into this new coding > territory! > http://sel.as-us.falkag.net/sel?cmd=lnk&kid0944&bid$1720&dat1642 > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo |