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OpenSceneGraph anyone?

category: general [glöplog]
http://en.wikipedia.org/wiki/OpenSceneGraph

Hey reading the latest post on OpenGL 3.0, I stumbled upon this library.
Has anyone had GOOD thoughts or experiences on this lib?
Any GOOD demos made with it yet?

I know this also arises the question : how much lib do you want in your demo.
So..lib- and nonlib- fanatics, please promote your personal taste on this subject!
Show me some pouet emotions!
added on the 2008-08-12 10:23:47 by squezel squezel
as tom forsyth would put it "scenegraphs suck" ;)

Personally I used scenegraphs a lot, but I never liked OSG, NVSG, etc.
Recently I switched to make my engine non-scenegraph-based but still have the sg in the importer. seems to be the best trade-off for my purposes..
added on the 2008-08-12 10:31:45 by arm1n arm1n
I believe The Flaming Marshmallows used OSG in their latest production.

Personally I think it is a good thing to use libraries like these. There is really no need to reinvent the wheel over and over again. Ironically enough, I have not yet had the will to use OSG, mostly because I am afraid that simple effects require more effort when using a general purpose scene renderer.
added on the 2008-08-12 10:37:52 by bruce bruce
Can't find any Flaming Marshmallows on pouët. Care to link?
my personal opinion is, that scenegraphs are too bloated for most projects you come across. for democoding I never had the feeling, that a scenegraph would make things alot better/easier.
concerning OSG: I didn't like it back when I had to use it due to the total lack of documentation and for what I had to use it it was way too high-level. or I didn't find the proper ways to do what I wanted to do due to the already mentioned lack of documentation :)
but things might have become better in the meantime.
anyway, I still think that using OSG in a demo is wasted energy on adapting to it's concept and the way it works.
added on the 2008-08-12 12:50:37 by styx^hcr styx^hcr
While looking at http://www.openscenegraph.org/projects/osg/wiki/Screenshots one thing is clear: "VR" = "shitty looking engine with no features above flatshading what so ever"
added on the 2008-08-12 12:52:43 by gloom gloom
It just brings up the point one more time: Linux-enthusiasts only want to build the engine, but have no idea (or desire) on how to make it look good. :)
added on the 2008-08-12 12:53:19 by gloom gloom
Lord Graga: The link is here, http://pouet.net/prod.php?which=50490

Gloom: A lack of artists does not really equate to "shitty looking engine with no features above flatshading what so ever". OSG has more features than most demo engines, it is just a matter of using them properly.
added on the 2008-08-12 13:53:10 by bruce bruce
Quote:
OSG has more features than most demo engines, it is just a matter of using them properly.

Thanks for proving my point so explicitly. :)
added on the 2008-08-12 14:01:12 by gloom gloom
Gloom: I am confused, what is your point exactly?
added on the 2008-08-12 14:06:51 by bruce bruce
Quote:
Linux-enthusiasts only want to build the engine, but have no idea (or desire) on how to make it look good.
added on the 2008-08-12 14:13:49 by havoc havoc
Havoc: That is what artists are for?
added on the 2008-08-12 14:15:26 by bruce bruce
by the looks of it, apparently not.
added on the 2008-08-12 14:21:40 by havoc havoc
hmmmm...thnx guys, after reading some post and doing some research...I think it depends on what your after.

I really can imagine these Graph-thingie tie you down too much...I mean it is well structured..but if you're after a simple effect it really can become too much overhead.

However, if you want to achieve something which requires a LOT of work on several domains (like games)...you may want to consider using some 'standards' at some of these domains. Then the change of succeeding will be greater and more fun.
How much projects will end up nowhere because the idea was too big, and the intention was too 'I want to code all by myself'?

Personally I can say...I don't know really why I should use OpenSceneGraph for my little demoexperiments. But I can imagine people who want a GOOD scenegraph would use a 'standard' like this.
added on the 2008-08-12 14:22:05 by squezel squezel
Excellent logic.
added on the 2008-08-12 14:24:04 by bruce bruce
(That was meant for Havoc)
added on the 2008-08-12 14:24:49 by bruce bruce
bruce: I am confused, what is your point exactly?
added on the 2008-08-12 14:27:20 by havoc havoc
Havoc, the point is, the screen shots look ugly because it is obviously coder art and not because OSG lacks important features that would make it impossible to make something that looks good.
added on the 2008-08-12 14:30:04 by bruce bruce
Bruce: The screenshots are an overall reflection on the engine. If there are no good screenshots, obviously nobody using the engine has any interest in making something look good - hence my comment about Linux stuff. This all stems from a long discussion in a different thread about why there are no Linux demos, and if there are, they all look like crap. :)
added on the 2008-08-12 14:37:38 by gloom gloom
It's like if you have a motion graphic "artist" that spends more time and energy on coding custom PHP-scripts for his homepage than doing actual motion graphics.. which is pretty much the impression a lot of people have of Linux demosceners (and Linux-users in general I guess). A lot of noise, no real demos. :)
added on the 2008-08-12 14:39:00 by gloom gloom
can you suggest any visual examples that underline your theory, or is it purely hypothetical?
added on the 2008-08-12 14:41:09 by havoc havoc
(that was for bruce btw)
added on the 2008-08-12 14:41:31 by havoc havoc
hmm, looks pretty nice but i'm not sure i get it.. a scene graph is some sort of graph data structure that describes a 3d world, no? so in a city, every node can be a house, which has child nodes for walls, which have childs for windows, doors and a chimney, no? or does it completely work different? how is the graph related to the actual meshes? :-)

(the osg site has all kinds of tutorials but i've not managed to find a "for dummies" introtalk to the scene graph concept itself..)

cause if it is indeed like this, then it sounds like a really cool way to generate cool objects/shapes/worlds procedurally without some of the lower-level hassle.
added on the 2008-08-12 14:41:35 by skrebbel skrebbel
Gloom: The screen shots show what people made using the engine and in no way reflect the full potential of OSG. Sure they look crap, but that does not make it impossible or very hard to create something decent using the engine.
added on the 2008-08-12 14:51:52 by bruce bruce
i have the idea that a certain somebody in this thread is currently doing just that!
added on the 2008-08-12 14:55:34 by skrebbel skrebbel

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