My hunch is that by sticking to just Windows/Linux/consoles and firmly-decidedly-skipping other cross-platform platforms such as Apple's Metal, mobile's OpenGL, WebGL/WebGPU/WebAssembly, it is kept maintainable, unbuggy (not 100s of bug-tagged Open Github Issues) and capable of ongoing rapid feature iteration.
LibGDX, jMonkeyEngine, FNA, MonoGame, Silk.NET, Vortice
The point of the project was to show what a graphics engine is, and why I could get in just a few evenings what used to take man-months or even years only a few years earlier.
I got the highest grade.
Seems complete overkill.
I never built anything with it but reading through the source code got me to learn so much about programming. I probably spent more time copying stuff from Irrlicht/Ogre3D/ODE (although I never managed to grok that one) than anything else in high school.
For a modern engine today - I think the architecture of the engine would look different - and would focus more on creating and organizing content then mostly on rendering.
Todays graphics engine look completely different than the first flexibel pipelines around 2002-2005, and the rise of AI for usage during rendering will change the tech paradigms further (for the younger ones: In 2001, NVidia announced the Geforce1, we had 1 pixel shader and 1 vertex shader :-D LOL)
jsheard•4mo ago
TIL it was actually used in a commercial game (Bugsnax) relatively recently, although the devs said that it will be their final release on the engine.
https://xcancel.com/luthyr/status/1271866001467080705
garaetjjte•4mo ago
steve_taylor•4mo ago
skocznymroczny•4mo ago
thegeomaster•4mo ago
Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)
However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.
protocolture•4mo ago
"Ogre3d is a graphics engine, if you want to spend the time to strap a game to it, go for it."
jesuslop•4mo ago
frainfreeze•4mo ago
monkeyelite•4mo ago
jsheard•4mo ago
monkeyelite•4mo ago
The direction of dependency is from your program to the console specific stuff. You can write a platform library which is linked to your program without releasing that library.
> modern boomer shooters
I didn't say for boomer shooters. It's a general 3D game engine.
> just use Unity, Unreal or occasionally Godot instead of the actual Quake engine.
Because they are popular and familiar, not because they did a serious evaluation.
Also my comment was about Irrlicht/Ogre, etc.
jsheard•4mo ago
monkeyelite•4mo ago
I am reasoning with the example of DirectX. You should be able to release a GPL program that uses DirectX, even though nobody has the source code for it.
If some version of that is not right, it's impossible to make a GPL windows or Mac UI application.
indrora•4mo ago
MindSpunk•4mo ago
indrora•4mo ago
If that were the case, no automaker or fridge manufacturer that ships Android would be able to, since in so many of their products, you’re not really able to replace the Linux kernel.
emmelaich•4mo ago
PenguinRevolver•4mo ago