Difference between revisions of "Ogre3D:Roadmap"
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Info about android and ios support [https://devtalk.nvidia.com/default/topic/542765/physx-and-physics-modeling/physx-3-how-to-run-it-on-ios-/ How to run it on iOS?]. | Info about android and ios support [https://devtalk.nvidia.com/default/topic/542765/physx-and-physics-modeling/physx-3-how-to-run-it-on-ios-/ How to run it on iOS?]. | ||
+ | |||
+ | == assets == | ||
+ | |||
+ | * validate blender addon [http://stackoverflow.com/questions/8893056/blender-2-6-1-export-to-ogre export to ogre] | ||
+ | * investigate assets bundle feasibility | ||
+ | |||
+ | == shaders == | ||
+ | |||
+ | Management of shaders for different platform will be an issue. Solution might be [https://github.com/FishingCactus/ShaderShaker ShaderShaker] from [http://www.fishingcactus.com/ Fishing Cactus] | ||
+ | |||
+ | == flexible animation engine == | ||
+ | |||
+ | Based on [[Dev:B2J_Engine| B2J Engine]]. | ||
+ | |||
+ | Conversion of the animation engine made in c# to a c++ generic version. | ||
+ | |||
+ | * support for bvh format - [http://www.character-studio.net/bvh_file_specification.htm 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 |
Revision as of 20:55, 5 June 2016
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.
Contents
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
shaders
Management of shaders for different platform will be an issue. Solution might be ShaderShaker from Fishing Cactus
flexible animation engine
Based on B2J Engine.
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