Re: [Plib-users] plib for a game engine..
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sjbaker
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From: Steve B. <sjb...@ai...> - 2000-11-17 23:41:17
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ha...@sl... wrote:
>
> I'm designing a 3D RPG and am considering plib as the one of the options
> for a 3D library.
The Majik3D folk were going that way too. I think their project fell
apart though.
> I'm wondering if there is currently any mechanism to convert or load
> worlds from any of the decent game editors (worldcraft, quake editor,
> etc).
We now have loaders for LOTS of formats. Quake's level file format is
VERY weird - and we can't load that yet. The Quake player/monster file
format is supported though. What format does WorldCraft use?
The loaders currently in PLIB/SSG are:
ASE (3D Studio)
MDL (Microsoft FlightSim Aircraft)
TRI
3ds (3D Studio)
DXF (AutoCAD and others)
OBJ
AC3D (From AC3D - a Linux modeller)
MD2 (Quake-2's creature format)
SSG (PLIB's native format).
...it's getting relatively easy to write loaders for PLIB now - so if
you know the format you want to read then writing a loader for it and
(hopefully) contributing it to PLIB shouldn't be rocket-science.
> I was also wondering what the general differences are between plib and
> crystal space. (e.g. what advantages does plib have over CS?)
I've talked about this offline - so I won't go into that again. It would
be interesting to hear what other people think though.
> Two differences I've noticed are:
> 1) plib looks *much* simpler with a much smaller learning curve than
> crystal space.
I can't tell - I've never used CrystalSpace.
> 2) plib provides tree based rendering and culling, where crystal space
> focuses on a "portal engine" for performance. Does this theoretically
> make plib perform better than crystal space in an open area scene,
> while CS performs better in a closed quake-style engine?
That's certainly what I'd expect. There has been quite a bit of
discussion of a Portal class for PLIB/SSG - it doesn't look that
difficult to me.
> 3) crystal space has more functionality:
> * a decent software renderer
Well, we only support OpenGL - there are software OpenGL renderers - but
their performance sucks. If the CrystalSpace software renderer is
significantly faster than OpenGL-in-software then it's very likely that
it lacks many features of OpenGL...that's A Very Bad Thing because that
would imply that CrystalSpaces' interface to OpenGL much exclude those
features that their software renderer can't hack.
Personally, I think the era of software rendering is dead. ALL new
computers are now shipped with hardware 3D...3D cards are down to
sub-$100. I have no interest in software rendering...for games at
least.
> * more file loaders
Well, we are getting new loaders appearing at an amazing rate...and
they are truly not hard to write.
--
Steve Baker HomeEmail: <sjb...@ai...>
WorkEmail: <sj...@li...>
HomePage : http://web2.airmail.net/sjbaker1
Projects : http://plib.sourceforge.net
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