A Shaky Take Off!
I’ve been trying to set up the OGRE 3D engine for the last couple of days (you can read more about it here: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Getting+Started), and finally, after failing to build it from source, and install the Eclipse SDK, had some luck with Visual Studio 2008 – the default solution!
I might actually write most of it in Eclipse because I loved the features such as clever highlighting, version compare when I was writing Python scripts in Maya using it. I guess I’ll have to get used to Visual Studio though, because it is painful going through the Ogre installation process. I don’t want to try it again if I don’t have to!
It was the best feeling getting the sample browser file to compile after hours of failure on many fronts. I spent an hour absorbed in the samples in the engine, which demonstrate all kinds of pretty new features that the best games today have, and some that I’ve never seen (Real-time Julia fractal 3D volumetric textures?). It’s nice that you can switch in-game between OpenGL and DirectX as well.
It’s great being able to see the FPS impact for every feature and effect – I never knew bloom would halve the frame rate. The whole demo has given me the confidence that it’s possible to create a really spectacular game using the engine, so I’m excited. The thing now is putting in the time and effort! I have a lot to learn; as well as the book I mentioned in the first blog post, there’s a brilliant website that feels like exactly what I need: http://www.altdevblogaday.com.
I’ll try and update again soon with some programming tests.