Ogre F欧博官网orums

文章正文
发布时间:2024-10-05 07:06

1) Which .NET version you mean?
I'm using .NET 3.5 and further .nET 4.0
2) I'm not using Mogre and even OgreDotNet,i have created own wrapper,i've used PINVOKE technique used into Irrlicht NET CP.
3) About plugins i can create a guide how to wrap Ogre plugins easily.

:)


4) Which physic library you use?
I'm using PhysX for 3D physics simulation with whole support,implementation is based on () and Farseer for 2D physics simulation ( As Alimer Engine has whole 2D support,when i say whole i mean really whole,even deferred shading system is integrated into 2D rendering with light support and shadows)

5)Which types of object formats can be imported?
Well,we have created a interesting Content importer system,as always just like XNA does,currently we can load Ogre3d models (.mesh),.obj and .fbx(autodesk format)

6) Is it a commercial project and/or can your engine be used for free?
There would be various license,like indie,commercial,full-source and non-commercial license too.

7) About XNA? You should put hands on Engine to see what i really mean.

:)


8)

Do you use Ogre 1.6 or 1.7? Ogre 1.7
9) Which terrain manager(s) you used? the new Sinbad's paging terrain system.
10) Which type of scene files you use? As always we use our own scene format which saves scene into Binary file or XML file,choose at your own,but you can even import DotScene (but we'd like to support Collada).

Feel free to ask any question.

Thanks

首页
评论
分享
Top