Re: [Plib-users] plib for a game engine..
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sjbaker
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 http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |