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Nysomin edited this page Dec 31, 2011 · 3 revisions

RTT_Ogre_3D

Ogre 3D and Blender

The goal of the section is to establish an asset pipline from Blender to Ogre3D with the use of DotScene.

Why Blender?

This is simple enough, Blender is one of the most powerful and fully-featured 3D content creation suite publicly available. It has every tool and feature any game artists could possibly use. It is also GNU/GPL software.

Why Ogre?

Ogre is being used because of it's main features. It contains all tools and features needed to produce AAA quality graphics for both OpenGL and DirectX. Why not just use Blender Game Engine? Simply because Ogre is easier to integrate into the RTT project.

Why DotScene?

Several reasons: First, it's easier to simply export and import and entire blender scene, this why things like lighting, environments/props, event points(spawn, traps, etc, whateverisneeded) can be put together and tested in real-time within Blender. Second, the map/gameboard file will need to be in a simple format that can be parsed and used by the rest of the engine, and the xml DotScene may be a perfect fit. Third, the Blender2Ogre exporter generates a DotScene file anyway, might as well use it.

What's Next

More features to be added as needed

  • Integrate an Ogre window and resource manager into the RTT project
  • Refine DotScene/XML parsing for graphical<->discreet communication
  • Refine asset production pipeline
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