[Opensim-dev] Opensim-dev Digest, Vol 53, Issue 5 - gfx

Kurt Pudniks skinduptruk at gmail.com
Mon Dec 17 20:28:26 UTC 2018


https://en.m.wikipedia.org/wiki/OGRE

https://www.ogre3d.org/

Sent from my iPhone

> On 18 Dec 2018, at 12:49 am, Adam Frisby <adam at deepthink.com.au> wrote:
> 
> Lumberyard requires you host any backend servers on Amazon AWS, FYI.
> 
> Unity will be unencumbered here, but could be a problem for larger organisations as noted below; but that will only affect active viewer developers rather than users.
> 
> Godot is decent, although still a little immature - it's getting better though. Godot/Unity have the advantage of 1st class C#/.NET support. There's another engine starting with 'X' (something like Xenon) which was open sourced recently from a commercial studio which might be worth looking into too.
> 
> Re: Open Sim content in modern engines - the OAR converter linked below produces a lot of materials, materials = drawcalls, I wrote a script (it's in our editor pack) which removes the duplicate materials which speeds up rendering dramatically. 1 drawcall is roughly the same GPU cost as around 10-20K tris; unless you're using a batching-friendly graphics API like DX12, Metal or Vulkan.
> 
> My 2c.
> 
> - Adam
> 
> -----Original Message-----
> From: opensim-dev-bounces at opensimulator.org <opensim-dev-bounces at opensimulator.org> On Behalf Of Tommy Anderberg
> Sent: Tuesday, 18 December 2018 12:32 AM
> To: opensim-dev at opensimulator.org
> Subject: Re: [Opensim-dev] Opensim-dev Digest, Vol 53, Issue 5
> 
>> On Sat, 15 Dec 2018 05:07:36 -0800, Cinder Roxley <cinder at alchemyviewer.org> wrote:
>> 
>> As far as Unreal goes, I wouldn?t be caught in the royalty payments mess > that all entails.
> Good point, spelled out here:
> https://www.hypergridbusiness.com/2018/12/new-opensource-vr-viewer-for-opensim-may-be-coming-soon/#comment-4234386321
> 
> Cryengine uses essentially the same revenue model:
> https://www.cryengine.com/ce-terms
> 
> Amazon's Cryengine-derived Lumberyard on the other hand is free to use, with source available: https://github.com/aws/lumberyard It has various nice features, including support for VR, Mac, PlayStation and mobile, but apparently not Linux.
> 
> Unity also seems unencumbered by revenue share requirements, and unless somebody is going to fund OpenSim viewer developer to the tune of more than $100k, Unity Personal should be an option:
> https://store.unity.com/products/unity-personal
> 
> BTW, in the fall of 2017 I experimented with porting OpenSim content to Unity using OAR Converter ( https://blog.inf.ed.ac.uk/atate/2017/09/17/oar-conv/ ), pretty much the functional equivalent to the Unreal demo which sparked this discussion. 
> It worked well enough on desktop, but quickly bogged down to unusable frame rates in VR (Core i5-7600K and GTX 1070 driving an HTC Vive). 
> Automated and *efficient* conversion of OpenSim content is not easy.
> 
> Besides the big commercial names, there are a few FOSS ones which might be relevant: https://github.com/collections/game-engines
> 
> Godot ( https://github.com/godotengine/godot ) easily wins the star count, but Urho3d ( https://github.com/urho3d/Urho3D ) also seems capable and actively developed. Two other engines which might be worth a look are Banshee ( https://github.com/BearishSun/BansheeEngine ) and GamePlay ( https://github.com/gameplay3d/GamePlay ). Has anyone here taken any of these for a spin?
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