![]() App infrastructure/OS interfacing: we-re a free-standing C++ program with it's own `main()` function and we initialize everything manually.None of this is a showstopper for using a different 3d renderer, though, see following points: ![]() Technically, you could even consider Rigs of Rods a niche game engine. and Rigs of Rods implements all of this itself. ![]() The difference is that game engines provide input/audio/networking/scripting/terrain system/possibly physics and collisions. OGRE means "Object-Oriented Graphics Rendering Engine" so yes, it's in the name but don't get distracted, OGRE only provides 3d rendering and resource management, so it's a 3d rendering framework but not a game engine by any means. "An engine" in common player speak means "a game engine" (Unity/Unreal/ValveSource/SeriousEngine/Godot/.many others.). The first thing to deal with here is terminology: OGRE is not "an engine", it's "a library"!. These concerns come up all the time: "OGRE is ". The reason I'm writing this is to show that such port is technically possible, even doable, but not worth the effort - and why. SPOILER: I'm not actually going to port Rigs of Rods to a different 3d engine because it would gain us nothing - our visual bottleneck are assets (materials, shaders, textures.), not the technology.
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