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Ogre3D:Roadmap

This page describes all the llow-level steps to take to start working efficiently (at least at a correct rythm) with Ogre3D as the main tool for future projects.

All devs regarding Ogre3d are available here: https://bitbucket.org/polymorphteam/

cross-platform

Branch 2.1 seems to be very active - see https://bitbucket.org/sinbad/ogre/commits/all.

Compiling Ogre3D, version >2 on the following platforms

  • [ prioriy 1 ] - linux, ubuntu 64bits
  • [ prioriy 1 ] - windows 10 64bits
  • [ prioriy 2 ] - mac osx yosemite
  • [ prioriy 1 ] - android, recent version (tbd)
    • mutli-touch support
  • [ prioriy 2 ] - ios, recent version (tbd)


Creation of an empty example for each platform + step by step how to with screenshots.

Existing tutorials: Building Ogre, for version 1.10 max.

libPD

Based on ofxPd, creation of wrapper (if faster then an addon).

Required features:

  • sound synthesis objects
  • sound file manipulation
  • midi input and output


Compilation, validation of base features and empty project for [ priority 1 ] platforms.

OSC

If not available already, integration of OscPkt - see features.

Check for other libraries for android and ios.

physics engine

Tests and validation of physx by nvidia on all platforms.

Info about android and ios support How to run it on iOS?.

assets

  • validate blender addon export to ogre
  • investigate assets bundle feasibility

flexible animation engine

Based on B2J Engine. Idea to make it as a standalone lib, no dependency to ogre. This implies usage of standalone lib for math (quaternions and matrices) + file read/write + threads.

Conversion of the animation engine made in c# to a c++ generic version.

  • support for bvh format - specifications
  • support for realtime data - kinect, etc.
  • mapping and mask editor - editor, openframeworks if too complex to integrate in Ogre
  • asynchronous file loading - not done in current version


timeline

To be defined.

Based on ofxMenthol and Yacine Sebti's editor in max/msp.

shaders

Management of shaders for different platform will be an issue. Solution might be ShaderShaker from Fishing Cactus