Comments from foreign Daniel on several famous Open-Source graphics/game engines

Source: Internet
Author: User

Write by nine days Yan Ling (jtianling) -- blog.csdn.net/vagrxie

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In fact, I have seen it for a long time (very old, written on Sunday, December 9, 2007). I recently wrote a bullet article and read it again. I think someone will often ask which Open Source engine is better, here is a simple translation. Although it's a family term, and Wolfgang Engel is a big bull (I don't know how many cows can refer to here)
But there are still some common reference values. Source
. This is also the oolongengine
.

 

Translation:

(The words in the brackets are all added by me. It's boring to translate just .......)

Comments on several open source engines:

Ogre: architecture and design do not focus much on efficiency. Its C ++ usage makes it difficult to use and redesign. An example: Each material has its own C ++ file and there is a complicated inheritance chain .... (Now Ogre has officially supported the iPhone and does not need to be transplanted with Wolfgang, but the efficiency is indeed a problem)

Irrlicht: the Mac OS x I tried looks like the quake 3 engine. It seems to lack many elements of modern 3D engine design, except that it looks very suitable for mobile devices. Therefore, you may also want to use the original quake3 engine... (indeed suitable for mobile devices)

Quake 3: This is obviously a good tool and an engine that is very efficient. I used this engine when I used to develop the Honorary Medal series, but I want to be more flexible, and I want to target more advanced hardware. (Quake 3 is too old to support the iPhone now)

Crystal space: Why is everything a plug-in? Cannot figure it out.

C4: This is one of my most used engines, but it is closed-Source:-(how can I add this closed-Source engine to the Evaluation of open-source engines? -_-!)

So now I want to write my own engine based on the underlying framework. (That is, the Oolong engine)

 

Original article:

Evaluated several open source engines:

  • Ogre:
    The architecture and design is not very performance friendly. The usage
    Of c ++ makes the usage and re-design here quite difficult. An example:
    Each material has its own C ++ file and there is an inheritance chain
    From a base class...
  • Irrlicht: the Mac OS x version I tried
    Looks like a quake 3 engine. It also seems to lack lots of Design
    Elements of a modern 3D engine. Other than this it looks quite good for
    Portable device. You might also use the original quake 3 engine then
    ...
  • Quake 3: This is obviusly a very efficient game engine
    Rock-solid tools, I worked with this engine in the medal of honor
    Series before, But I wanted a bit more flexibility and I wanted
    Target more advanced hardware.
  • Crystal space: Why is everything a plug-in? Can't get my head around this.
  • C4: This is one of my favorite engines, but it is closed source

So I want to write my own based on the low-level framework I have in place now.

 

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Write by nine days Yan Ling (jtianling) -- blog.csdn.net/vagrxie

 

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