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RE: [pygame] 3D engine ?



Me too.  I'm an old VRML user :) .  The OpenGLContext/scenegraph package is
a primitive shadow of a scenegraph API of that level.  Inventor, Cosmo3D or
OpenSG are what I would consider "real" scenegraph APIs of the type I'm
interested in allowing people to develop.  Game-oriented APIs (normally
flatter trees, with pre-calculated geometry, and using lots of pre-analysis
tricks (portals, BSP, yada) to cull out huge sections of the graph) are my
other fascination, so letting people build those is my other dream for this
little project.

With the current OpenGLContext/scenegraph package, you still have to
manually define handlers for the camera, background and light rendering
stages to call your objects.  Similarly, you need to explicitly call your
root object's Render( mode ) method in a handler or nothing will show up.
Nothing's done about, for instance, optimising static geometry, finding
lights/backgrounds/fogs/viewpoints in the scenegraph and automatically
registering them, or any of that useful, but normally system-specific,
stuff.  What's more, there's no support for flexible traversal (everything
is recursive calls), so adding non-rendering-pass processing is non-trivial.

Enjoy,
Mike

-----Original Message-----
From: owner-pygame-users@seul.org [mailto:owner-pygame-users@seul.org]On
Behalf Of Jiba
Sent: September 7, 2001 10:03
To: pygame-users@seul.org
Subject: RE: [pygame] 3D engine ?
...
I typically use a very high level scene graph, with classes like Camera3D,
Light3D, World3D or CoordSyst3D.
...

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