Linked by David Adams on Tue 23rd Sep 2008 00:12 UTC, submitted by zz
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RE[3]: Signal of doom...
by WereCatf on Tue 23rd Sep 2008 15:40
in reply to "RE[2]: Signal of doom..."
See http://www.ogre3d.org for an example of current 3d engine (not to mix up with a game engine). It can use opengl or directx via pluggable renderers and thats transparent for the programer (and the user).
Speak of the devil, I just recently had a look at it and decided to learn to use Ogre properly. It seems pretty powerful, is all C++ (though there's several bindings for other languages out there, too) and there's a few commercial games out there also that are using Ogre for their 3D. Just pop OpenAL and libSDL in addition to Ogre and you have mostly everything you need to write your own game engine, with support for both OpenGL and D3d if you so wish.






Member since:
2006-12-07
True, opengl is still alive and kicking. The difference in features with directX is minimal.
Anyway, concerning games, nowadays, unless you're re-creating your own 3d engine, you will probably use (licence) an existing 3d engine with a higher level api and never deal directly with opengl or directx wich are more a hardware interface than something that helps making applications (think scene management, animation techniques, effects, camera/screen management, capabilities management etc.).
See http://www.ogre3d.org for an example of current 3d engine (not to mix up with a game engine). It can use opengl or directx via pluggable renderers and thats transparent for the programer (and the user).
Some closed source engines are like that too, for example, Renderware was indifferently using opengl or directx, depending on what was the best for the platform.