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OpenMW: Announcing switch to OSG


 
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Br0ken
Newbie


Joined: 25 Feb 2015
Posts: 9

PostPosted: Wed Feb 25, 2015 7:30 pm    Post subject:
OpenMW: Announcing switch to OSG
Reply with quote

OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games.

Website: https://openmw.org

And recent news...

Quote:
Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn’t one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:

Tag points: We are using an Ogre3D feature called “Tag Points” to stitch together the various parts of Morrowind’s segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.

OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.

Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.

On top of these concerns with the latest Ogre3D versions, we’ve also had some longstanding issues:

Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a “Resource System Redesign” project addressing these points has been started in 2013, but is unfortunately not completed yet.

Material stencil support: The NIF format used by Morrowind can specify “stencil settings”, but the Ogre3D material backend does not support these settings.

NPC width scaling: NPCs in Morrowind have a “weight” property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.

A new engine

In light of these issues, we’ve looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We’ve carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.


More info about porting to OSG: http://scrawl.bplaced.net/blog


Last edited by Br0ken on Thu Feb 26, 2015 2:42 am; edited 1 time in total
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 11235

PostPosted: Wed Feb 25, 2015 7:58 pm    Post subject:
OpenMW: Announcing switch to OSG
Reply with quote

Hi Max,


Welcome to the OpenSceneGraph Community Smile


Robert.


On 25 February 2015 at 19:30, Max Maslov < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games.

Website: https://openmw.org

And recent news...


Quote:
Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn&rsquo;t one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:

Tag points: We are using an Ogre3D feature called &ldquo;Tag Points&rdquo; to stitch together the various parts of Morrowind&rsquo;s segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.

OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.

Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.

On top of these concerns with the latest Ogre3D versions, we&rsquo;ve also had some longstanding issues:

Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a &ldquo;Resource System Redesign&rdquo; project addressing these points has been started in 2013, but is unfortunately not completed yet.

Material stencil support: The NIF format used by Morrowind can specify &ldquo;stencil settings&rdquo;, but the Ogre3D material backend does not support these settings.

NPC width scaling: NPCs in Morrowind have a &ldquo;weight&rdquo; property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.

A new engine

In light of these issues, we&rsquo;ve looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We&rsquo;ve carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.


More info about porting to OSG: https://scrawl.bplaced.net/blog/

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=62815#62815





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kornerr
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Joined: 01 Oct 2013
Posts: 237

PostPosted: Thu Feb 26, 2015 2:22 am    Post subject:
OpenMW: Announcing switch to OSG
Reply with quote

Hi. Our team (we only produced OGS Mahjong and now working on an editor before the next game) has switched from OGRE to OSG 2 years ago. We moved because of OGRE poor dependencies ( http://opengamestudio.org/lang/en/blog/1262 ), in short:

* FreeImage: doesn't use system PNG, JPG, etc., ships its own versions;

* OIS: outdated input handling with bugs on Linux;

* no examples of GLSL shaders for "simple" things like soft shadow mapping (now we have a deferred pipeline).


Good like with your transition!


2015-02-26 2:50 GMT+07:00 Robert Osfield < (
Only registered users can see emails on this board!
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)>:
Quote:
Hi Max,


Welcome to the OpenSceneGraph Community Smile


Robert.


On 25 February 2015 at 19:30, Max Maslov < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games.

Website: https://openmw.org

And recent news...


Quote:
Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn’t one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:

Tag points: We are using an Ogre3D feature called “Tag Points” to stitch together the various parts of Morrowind’s segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.

OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.

Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.

On top of these concerns with the latest Ogre3D versions, we’ve also had some longstanding issues:

Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a “Resource System Redesign” project addressing these points has been started in 2013, but is unfortunately not completed yet.

Material stencil support: The NIF format used by Morrowind can specify “stencil settings”, but the Ogre3D material backend does not support these settings.

NPC width scaling: NPCs in Morrowind have a “weight” property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.

A new engine

In light of these issues, we’ve looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We’ve carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.


More info about porting to OSG: https://scrawl.bplaced.net/blog/

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62815#62815





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Br0ken
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Joined: 25 Feb 2015
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PostPosted: Thu Feb 26, 2015 3:30 am    Post subject:
Reply with quote

Thanks for the warm welcome!

And visit our forum https://forum.openmw.org/ - we're always looking for new developers and just interested folk.
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wangrui (Wang Rui)
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Joined: 13 Feb 2014
Posts: 19

PostPosted: Thu Feb 26, 2015 4:59 am    Post subject:
OpenMW: Announcing switch to OSG
Reply with quote

Hi Max,


It's great to see such a famous open source game chooses OSG. I personally focus on improving the rendering quality of OSG-based applications using deferred lighting and advanced shadow mapping techniques, which may be found at http://www.openscenegraph.com/index.php/gallery/use-cases


Some of my implementation were already open sourced under Github/osgRecipes. And I plan to release my current deferred pipeline after some recent client work. Maybe at that time I could help improve the game rendering, too. Smile


Cheers,


Wang Rui‍






------------------ Original ------------------
From: "Max Maslov";<>;
Date: Thu, Feb 26, 2015 11:30 AM
To: "osg-users"<>;

Subject: Re: [ANN] OpenMW: Announcing switch to OSG



Thanks for the warm welcome!

And visit our forum https://forum.openmw.org/ - we're always looking for new developers and just interested folk.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62829#62829







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PostPosted: Thu Feb 26, 2015 7:54 am    Post subject:
OpenMW: Announcing switch to OSG
Reply with quote

Hi Max,


Welcome to the OpenSceneGraph Community (:-



zhuwan


02,26,2015
Quote:
> -----原始邮件-----
Quote:
发件人: "Max Maslov" <>
发送时间: 2015-2-26 3:30:29
收件人:
抄送:
主题: [ANN] OpenMW: Announcing switch to OSG

OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games.

Website: https://openmw.org

And recent news...


Quote:
Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn’t one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:

Tag points: We are using an Ogre3D feature called “Tag Points” to stitch together the various parts of Morrowind’s segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.

OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.

Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.

On top of these concerns with the latest Ogre3D versions, we’ve also had some longstanding issues:

Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a “Resource System Redesign” project addressing these points has been started in 2013, but is unfortunately not completed yet.

Material stencil support: The NIF format used by Morrowind can specify “stencil settings”, but the Ogre3D material backend does not support these settings.

NPC width scaling: NPCs in Morrowind have a “weight” property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.

A new engine

In light of these issues, we’ve looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We’ve carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.


More info about porting to OSG: https://scrawl.bplaced.net/blog/

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62815#62815








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kornerr
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Joined: 01 Oct 2013
Posts: 237

PostPosted: Thu Feb 26, 2015 9:02 am    Post subject:
OpenMW: Announcing switch to OSG
Reply with quote

As for multipass rendering, we use Wang Rui's EffectCompositor instead of osgFX::Technique you mentioned in your blog post. I recommend having a look at it.


2015-02-26 14:44 GMT+07:00 webmaster < (
Only registered users can see emails on this board!
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Quote:
Hi Max,


Welcome to the OpenSceneGraph Community (:-



zhuwan


02,26,2015
Quote:
> -----原始邮件-----
Quote:
发件人: "Max Maslov" < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>
发送时间: 2015-2-26 3:30:29
收件人: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)
抄送:
主题: [ANN] OpenMW: Announcing switch to OSG

OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games.

Website: https://openmw.org

And recent news...


Quote:
Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn’t one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:

Tag points: We are using an Ogre3D feature called “Tag Points” to stitch together the various parts of Morrowind’s segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.

OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.

Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.

On top of these concerns with the latest Ogre3D versions, we’ve also had some longstanding issues:

Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a “Resource System Redesign” project addressing these points has been started in 2013, but is unfortunately not completed yet.

Material stencil support: The NIF format used by Morrowind can specify “stencil settings”, but the Ogre3D material backend does not support these settings.

NPC width scaling: NPCs in Morrowind have a “weight” property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.

A new engine

In light of these issues, we’ve looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We’ve carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.


More info about porting to OSG: https://scrawl.bplaced.net/blog/

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62815#62815





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Br0ken
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Joined: 25 Feb 2015
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PostPosted: Fri Feb 27, 2015 3:25 am    Post subject:
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OSG port roadmap and design plans: https://forum.openmw.org/viewtopic.php?f=6&t=2775
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jacmoe (Jacob Moen)
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PostPosted: Sun Mar 01, 2015 9:57 pm    Post subject:
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Looking forward to seeing your progress Smile

OpenMW was the coolest project created with Ogre in my opinion, and could well be the coolest created with OSG as well.
It definitely sounds like OpenSceneGraph is a better match for your project than Ogre was, even the new version 2.
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Br0ken
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Joined: 25 Feb 2015
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PostPosted: Thu Aug 31, 2017 4:57 pm    Post subject:
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Hello again!
More than 2 years have passed since OpenMW switched to OSG. Our project has become more matured and I hope we reach v1.0 soon. Smile

As always, we are looking for active contibutors (especially for shadows implementation), so feel free to stop by and register at our forum https://forum.openmw.org/

Best regards,
Max
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kornerr
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Joined: 01 Oct 2013
Posts: 237

PostPosted: Thu Aug 31, 2017 7:24 pm    Post subject:
OpenMW: Announcing switch to OSG
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Hi. What's the release date for OpenMW 1.0?

On 31 August 2017 at 23:57, Max Maslov <> wrote:
Quote:
Hello again!
More than 2 years have passed since OpenMW switched to OSG. Our project has become more matured and I hope we reach v1.0 soon. :)

As always, we are looking for active contibutors (especially for shadows implementation), so feel free to stop by and register at our forum https://forum.openmw.org/

Best regards,
Max

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Br0ken
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Joined: 25 Feb 2015
Posts: 9

PostPosted: Thu Aug 31, 2017 10:24 pm    Post subject:
Re: OpenMW: Announcing switch to OSG
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kornerr wrote:
Hi. What's the release date for OpenMW 1.0?


Hard to say. Although OpenMW is nearly feature complete, some major issues still needs to be resolved (shadows and editor development, for example).
Best regards,
Max
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kornerr
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Joined: 01 Oct 2013
Posts: 237

PostPosted: Fri Sep 01, 2017 5:52 am    Post subject:
OpenMW: Announcing switch to OSG
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I think if you would set specific release date, it would be a lot
easier for folks to join "to make openmw finally happen on date X".
It's less interesting to join "to get things done sometime in the
future".

On 1 September 2017 at 05:24, Max Maslov <> wrote:
Quote:

kornerr wrote:
Quote:
Hi. What's the release date for OpenMW 1.0?


Hard to say. Although OpenMW is nearly feature complete, some major issues still needs to be resolved (shadows and editor development, for example).
Best regards,
Max

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71575#71575








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