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

Dahlia Trimble dahliatrimble at gmail.com
Mon Dec 17 20:51:53 UTC 2018


https://github.com/jonnenauha/naali

Sent from my lAptop

On Mon, Dec 17, 2018 at 12:28 PM Kurt Pudniks <skinduptruk at gmail.com> wrote:

> 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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