Difference between revisions of "Ogre3D:Learning"
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* ray-casting | * ray-casting | ||
| + | |||
| + | Sur les réseaux: | ||
| + | |||
| + | '''facebook''', groupe openframewors | ||
| + | First steps with #Ogre3D. | ||
| + | Result: awesome. | ||
| + | I developped for several years with #openframeworks and i loved the way it goes: you start with an empty project (a black window) and you build gradually something, by following tutorials and in the same time learning OpenGL and C++. | ||
| + | Ogre has the same philosophy: “You want to do something? Ok, we will help, but you have to understand what you doing!” And therefore, your achievements are really yours. | ||
| + | #unity3d and even more #unrealengine are huge engines where everything is hidden from you (code, i mean). Everything you do with them is directly polished and “commercialisable”, mainstream. | ||
| + | For all those you needs something more powerful then of for 3D, i strongly suggest #Ogre3D. | ||
| + | |||
| + | '''diaspora''' | ||
| + | Prise en main de #Ogre3d. | ||
| + | Jusqu’à présent, c’est assez fluide: | ||
| + | la doc sur le net est un peu éparpillée mais je m’y retrouve; | ||
| + | les commentaires dans la source sont supers; | ||
| + | les classes de math manquent peut-être de qqles surcharges d’opérateurs ( *= pour les quaternions, c’est pratique ) | ||
| + | Par contre, c’est carrément le paradis par rapport à #Unity3D! Je bosse directement sur linux, avec les classes Ogre, en #cpp et dans #netbeans. En un mot: merveilleux. | ||
Links | Links | ||
| − | * [[Ogre3D:Snippets|Code snippets] | + | * [[Ogre3D:Snippets|Code snippets]] |
* [https://bitbucket.org/frankiezafe/ogre-trial-and-error/overview Bitbucket repository] | * [https://bitbucket.org/frankiezafe/ogre-trial-and-error/overview Bitbucket repository] | ||
Latest revision as of 18:26, 20 April 2016
Trial and errors
After 2/3 tutorials in the ogre's wiki, I tried a few things:
- animation of objects
- better shadows
- ray-casting
Sur les réseaux:
facebook, groupe openframewors
First steps with #Ogre3D. Result: awesome. I developped for several years with #openframeworks and i loved the way it goes: you start with an empty project (a black window) and you build gradually something, by following tutorials and in the same time learning OpenGL and C++. Ogre has the same philosophy: “You want to do something? Ok, we will help, but you have to understand what you doing!” And therefore, your achievements are really yours. #unity3d and even more #unrealengine are huge engines where everything is hidden from you (code, i mean). Everything you do with them is directly polished and “commercialisable”, mainstream. For all those you needs something more powerful then of for 3D, i strongly suggest #Ogre3D.
diaspora
Prise en main de #Ogre3d. Jusqu’à présent, c’est assez fluide: la doc sur le net est un peu éparpillée mais je m’y retrouve; les commentaires dans la source sont supers; les classes de math manquent peut-être de qqles surcharges d’opérateurs ( *= pour les quaternions, c’est pratique ) Par contre, c’est carrément le paradis par rapport à #Unity3D! Je bosse directement sur linux, avec les classes Ogre, en #cpp et dans #netbeans. En un mot: merveilleux.
Links