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Ogre3D:Roadmap

Revision as of 20:55, 5 June 2016 by Frankiezafe (Talk | contribs) (physics engine)

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.

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