Why OGRE wasn’t chosen as the rendering back-end in jME? (25 posts)

  • Profile picture of iamcreasy iamcreasy57p said 5 months, 1 week ago:

    Just out of curiosity…why OGRE wasn’t chosen as the rendering back-end in jME? Isn’t this way the development would have been much easier with a lot of functionality pre-built?

    or there are some technical issues that I am missing?

  • Profile picture of Empire Phoenix Empire Phoenix156p said 5 months, 1 week ago:

    Yeah, that jme is a java engine maybee…….

  • Profile picture of glaucomardano glaucomardano252p said 5 months, 1 week ago:

    @EmpirePhoenix said:
    Yeah, that jme is a java engine maybee…….

    8)

  • Profile picture of normen normen1271p said 5 months, 1 week ago:

    Lol, Ogre is basically going the same direction as jME, its also using OpenGL and gives you a bit more convenience around it. Though jME3 gives you a lot more convenience, not to mention its java ;)

  • Profile picture of ttrocha ttrocha32p said 5 months, 1 week ago:

    @iamcreasy:
    I once tried ogre4j ( http://ogre4j.sourceforge.net/ ) which wasn’t that bad. But it is more or less abandoned….

    Code looked like this: http://sourceforge.net/projects/ogre4j/forums/forum/707387/topic/3727158

  • Profile picture of iamcreasy iamcreasy57p said 5 months, 1 week ago:

    :?

    Guys, there is the word back-end in my question. :roll:

  • Profile picture of normen normen1271p said 5 months, 1 week ago:

    Dude, there is nothing to “backend” to jME3 but OpenGL, I don’t know what you want.. :?

  • Profile picture of glaucomardano glaucomardano252p said 5 months, 1 week ago:

    Me too :? . The only renderer on this history is OpenGL.

  • Profile picture of pspeed pspeed805p said 5 months, 1 week ago:

    @iamcreasy said:
    :?

    Guys, there is the word back-end in my question. :roll:

    In other words, they do use the same back end.

  • Profile picture of nehon nehon590p said 5 months, 1 week ago:

    The real question here is “why in the hell would we have done that”?

  • Profile picture of Empire Phoenix Empire Phoenix156p said 5 months, 1 week ago:

    Yeah, then we could have used ogre in the first place. (Also we have stuff ogre does not, ogre is just a rendering backend , we have physics, network, and more)

  • Profile picture of iamcreasy iamcreasy57p said 5 months, 1 week ago:

    @normen said:
    Dude, there is nothing to “backend” to jME3 but OpenGL, I don’t know what you want.. :?

    Its about having a higher level wrapper.

    @nehon said:
    The real question here is “why in the hell would we have done that”?

    So, we start with a already well made rendering part. We just needed to integrate the other(animation, physics, audio) libraries for turning into a fully working game engine.

    I thought the question was obvious.

    I guess @Momoko_Fan knows why. :)

  • Profile picture of nehon nehon590p said 5 months, 1 week ago:

    …ok…you know the whole idea in JME3 is to make a java 3D engine, not to make a java wrapper over a C++ 3D Engine

  • Profile picture of iamcreasy iamcreasy57p said 5 months, 1 week ago:

    @nehon said:
    …ok…you know the whole idea in JME3 is to make a java 3D engine, not to make a java wrapper over a C++ 3D Engine

    …not ‘C++ 3D Engine’ but ‘C++ Rendering Engine’.

    When we are already using ‘C++ Physics Engine’(native bullet) then what’s the issue when talking about ‘C++ Rendering Engine’?

    As a matter of fact even LWJGL is a Java wrapper of low level C library of Opengl and OpenAl. So, everything in jME is a Java warpper of low level C/C++ library.

    This front end ,which always remains Java, is not related the issue I am talking about. I am talking about the ease and advantage of using a more sophisticated and mature underlying rendering library.

    Hope this revokes the down vote and confusion.

  • Profile picture of pspeed pspeed805p said 5 months, 1 week ago:

    A native call is really expensive. It’s important to compartmentalize them as much as possible. Having written my own Java wrappers around C++ back-ends before, JME and LWJGL gets this one right, in my opinion.

    The higher you make this interface, the more inflexible and/or less performant the API is.

    Besides, as others have mentioned, 98% of the work is really OpenGL. The only way to raise the level up any higher would have been to have a scene graph in C++ that we interface with in Java… that’s a non starter for a dozen different reasons.