eddie
05-06-2006, 02:19 PM
OK, apologies for what might seem like the same question all over again.
This time I'll add a twist by being specific in why I'm asking this ages-old question.
I'm currently using g3d in my application, but I'm not really enjoying the experience (on Linux, anyhow -- they ship with a copy of OpenGL you have to use, and it doesn't mesh well with Gentoo).
Since what I'm doing is mostly for recreation/learning, I'm curious I'm mad as a hatter for even thinking about writing my own engine.
Before you declare me a lunatic, the reason I want to do this is the typical one: control. I can see what's going on, I can limit dependencies, and I can learn the entire while. I'm not saying I can out program other graphics engines, or even that the other ones are "shit", but mostly that I can learn a great deal more, and I can actually fix problems without worrying about integrating the 'newest version' that will be a bigger pain (with any mods I put into the source) than it might be worth.
So, since I obviously don't care about the latest 'features', and such, you might be wondering, "Well, why even ask us? Why not just do it?".
My question then comes down to one thing. Models.
While I don't have a lot of experience in writing 3D engines, I (naively) think that it shouldn't be too bad, and it should be rewarding. The hard part for me, is doing imports from other 3D packages (Blender, most notably (Free, Free, Free!)).
I can imagine learning the file format, parsing it, and then using it as a data point for rendering can be some long, non-interesting work.
Is this something I'm going to have to deal with, if I go this route? Or is there some thing that'll make it easier (Existing code snippets, library calls that aren't crazy dependant on other things, etc)?
Are there any other headaches that I'm not thinking about? I'm OK with having to learn the basics of computer graphics to get the thing rendering, I just want to avoid grunt coding drudgery...
Yes, I know, I'm a princess. ;)
This time I'll add a twist by being specific in why I'm asking this ages-old question.
I'm currently using g3d in my application, but I'm not really enjoying the experience (on Linux, anyhow -- they ship with a copy of OpenGL you have to use, and it doesn't mesh well with Gentoo).
Since what I'm doing is mostly for recreation/learning, I'm curious I'm mad as a hatter for even thinking about writing my own engine.
Before you declare me a lunatic, the reason I want to do this is the typical one: control. I can see what's going on, I can limit dependencies, and I can learn the entire while. I'm not saying I can out program other graphics engines, or even that the other ones are "shit", but mostly that I can learn a great deal more, and I can actually fix problems without worrying about integrating the 'newest version' that will be a bigger pain (with any mods I put into the source) than it might be worth.
So, since I obviously don't care about the latest 'features', and such, you might be wondering, "Well, why even ask us? Why not just do it?".
My question then comes down to one thing. Models.
While I don't have a lot of experience in writing 3D engines, I (naively) think that it shouldn't be too bad, and it should be rewarding. The hard part for me, is doing imports from other 3D packages (Blender, most notably (Free, Free, Free!)).
I can imagine learning the file format, parsing it, and then using it as a data point for rendering can be some long, non-interesting work.
Is this something I'm going to have to deal with, if I go this route? Or is there some thing that'll make it easier (Existing code snippets, library calls that aren't crazy dependant on other things, etc)?
Are there any other headaches that I'm not thinking about? I'm OK with having to learn the basics of computer graphics to get the thing rendering, I just want to avoid grunt coding drudgery...
Yes, I know, I'm a princess. ;)