[Bf-committers] OGRE Integration into BGE 2.5

Erwin Coumans erwin.coumans at gmail.com
Mon Nov 2 05:05:59 CET 2009


It sounds like a duplicate efforts:

Ogre is already being integrated in GameKit .blend player,
next to Irrlicht and iPhone support through Oolong Engine.

Thanks,
Erwin





2009/11/1 Sinan Hassani <sinan.hassani at gmail.com>

> Hi folks,
>
> I am experimenting with integrating OGRE into BGE 2.5 -again-. I
> proposed this 2 months ago but I canceled my own proposal.
>
> I want to have another crack at it, now that I'm more familiar with BGE.
>
> I want to hear from BGE developers however. And it would be nice if I
> can know who is for it, and who is against it.
>
> Do BGE devs want OGRE to be brought into BGE? If I get this feature done
> will it be accepted by the community?
>
> No OGRE integration will be mixed with Blender itself or interfere with
> GHOST.
>
> However, the plan is to get Blender Player to use OGRE window management
> (instead of GHOST) and therefore open up things like iPhone ports/etc.
>
> My work on this at the moment is being done part time.
>
> Here is a list of feature OGRE brings to BGE:
>
> Powerful scene managers: Portal Connected Zone Scene Manager/ Octree
> Scene Manager / Octree Zone / BSP Scene Manager.  -- should improve FPS
> for large scenes.
> More powerful compositor/ compositor features
> Auto generated LOD / Manual generated LOD -- should improve FPS
> OpenGL ES renderer (iphone port)
> Better support for font display (fonts / overlays can be scripted)
> Plus more....
>
> Sinan
> sinsoft.com
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