New in Mogre

maxdelphi

22-01-2012 23:48:15

Hi, i am new in Mogre, i am programmer in C# Asp.net MVC (Web/Internet Developer), and i would like to learn to Create games with C# wrapper, i speak spanish and not much english, mogre, is it very hard to learn?, is mogre an active project?, When Mogro be released 1.8 version?

maxdelphi

23-01-2012 22:34:18

wow nobody??, is this forum active?

zarfius

24-01-2012 03:37:02

mogre, is it very hard to learn?
That depends on what you're comparing it too. It's requires a considerably different skillset to ASP.NET. It also depends on what kind of game you want to create. Or what you expect to get out of it. Mogre is only a small part of a full game so you would have to learn a lot of other things too.

is mogre an active project?
Yes, there are always people working on it. The main Mogre.dll is stable. However, some of the plugins are are bit more difficult to get working.

When Mogro be released 1.8 version?
There is a lot of work going on around this now. Ideally the next Mogre release will be shortly after the next stable version of Ogre is released.

wow nobody??, is this forum active?
This forum is active, but your questions are not very specific. Most of them can be answered by reading the forums, looking at the wiki and downloading the binaries. Nobody is going to teach you how to create games, you'll need to do that yourself. My suggestion is to start small and work your way up. Once you have tried to do it yourself people will be happy to help.

maxdelphi

24-01-2012 13:34:12

thanks!, is hard integrate a physx?

zarfius

24-01-2012 14:00:45

thanks!, is hard integrate a physx?

http://eyecm-physx.sourceforge.net/

maxdelphi

24-01-2012 14:17:40

thanks!, is hard integrate a physx?

http://eyecm-physx.sourceforge.net/


But i think this project is dead....

is the project dead?, because now has released PhysX 3.1.......

zarfius

24-01-2012 23:05:04

But i think this project is dead....
is the project dead?, because now has released PhysX 3.1.......


You asked if it is hard to integrate PhysX and I gave you one possible option that I have used in the past. I'm pretty sure there are other forum threads and wiki pages that have a lot of options for physics engines that you can use with Mogre.

I'm using BEPU physics for my current project. You might also like to check out NeoAxis game engine or Unity as alternatives to developing a game with Mogre. I haven't used either of them extensively but I know they support C# code.

I doubt there are going to be any great benefits of using PhysX 3.1 over any other physics engine for a small game project. If you want to take this seriously you should be thinking about what you need for your game rather than what libraries have the coolest features.

maxdelphi

25-01-2012 00:03:12

thanks, i am looking for a physic engine, i need RigidBodies, SoftBodies, Water Sim, Hair and Fur.. thanks

Beauty

25-01-2012 20:16:14

Maxdelphi
Welcome to our Ogre sub section for .NET.

wow nobody??, is this forum active?
You were waiting just for a half day.
We are not many active people here and this is no chat.
So it's normal that answers can take longer.

I didn't read all topics here immediately, because I contentrated to a special Mogre problem and how to bugfix it. For this I spent many many hours the last days.
We all have not much free-time. So we can't put our focus to everywhere.

An other alternative for C# games: XNA.
http://en.wikipedia.org/wiki/Microsoft_XNA

A PhysX wrapper for Mogre?
Look to the CandyWrapper:
http://www.ogre3d.org/tikiwiki/PhysX+Candy+Wrapper

Have a first look to Mogre usage?
Look to the Mogre main page in the wiki:
http://www.ogre3d.org/tikiwiki/MOGRE

And the tutorials, which are linked from there.

Sorry, I have to hurry now. My train leaves in a few minutes.

maxdelphi

26-01-2012 00:09:39

Hi,thanks i will review XNA, thanks!

Beauty

26-01-2012 00:35:01

i would like to learn to Create games
Often it's very time consuming to create a game.
Ogre/Mogre is just a graphics engine, not a whole game engine.
But there exist several add-ons, which offers the possebility to choose the libraries you prefer.
The downside is that you need to program much additionally to the libraries.
If you use a game engine, you don't need to program so much additionally. Also level editors, etc. are often included.
The downside is, that game engines often just offers a bundle of functionality. If you need something, what's not offered by the game engine or it's used libraries, then you have a problem.
So it's good to know as many details about the project. Then look to details of game engines or libraries. They should fit your needs.

Keep in mind:
Game projects are often very very time consuming.
It's good to start with a light-wight game. Not with a huge project. Then you have a higher chance to get it finished. Also you learn from it. The experience can be very useful for further projects.
In the past I saw several games or projects, that were not finished, because of the huge time effort.

maxdelphi

27-01-2012 02:00:00

hi, XNA is excelent!!, exist physx with last version 3.1!!, thanks, and in xna i can make 2d games.. :) :D thanks...

see queality of XNA!::

http://www.youtube.com/watch?v=qUZdOt2mU0c
http://www.youtube.com/watch?v=482Fzm-uckc
http://www.youtube.com/watch?v=cyN29IMS8Q0
http://www.youtube.com/watch?v=MJLPBIi7tIc

zarfius

27-01-2012 02:18:50

Good luck.

maxdelphi

27-01-2012 02:21:11

thanks, but i like much ogre :(, now i will make test with both.... :) how is newton physic? or bullet physic?, can they integrate with mogre?, and last question: what is your experience working with mogre?, How many years have you been?.

thanks

and with newton physic can i make it? http://newtondynamics.com/forum/viewtopic.php?f=14&t=5260

SORRY FOR INCONVENIENCES :P, I AM 18 YEARS OLD :P

Beauty

27-01-2012 02:45:20

newton physic? or bullet physic?
Bot are possible.
Look to the page IMPORTANT LINKS.
There I listed interesting add-ons which are usable with Mogre, e.g. Newton and Bullet.

Which one is "better"?
It depends to the details you want and to other things, which you only find out by usage.
I can't give you comparisons. I just used Newton. And this only for collision detection.


I'm using BEPU physics for my current project.
You use it with Mogre?
If possible, I can add a link to it from the wiki.


what is your experience working with mogre?
We are only a small group (sub community of Ogre), but like good friends. :P


How many years have you been?
For me about 4 years now. I use Mogre for an university research project.
Underwater visualization, sensor simulation, etc.

zarfius

27-01-2012 03:16:04

I'm using BEPU physics for my current project.
You use it with Mogre?
If possible, I can add a link to it from the wiki.


Yes, BEPU is the easiest physics engine I've used with Mogre (and I've tried a few). It was originally developed for use with XNA but they also have a dependency free version (which is the one to use). You have a write a little bit of code to convert from Mogre Vector3 to BEPU Vector3 (and the other math classes) but it's all very easy.

Maybe it's a good idea to do a bit of a tutorial on my blog or something. I'll add it to my todo list. And yes, of course you can add it to the wiki :)

How many years have you been?

My profile on the Mogre forums says I joined in 2008. Sounds about right.

maxdelphi

27-01-2012 03:29:14

Hi, thanks for your answer !!, you are a good team!!, when you say about Newton Physic "Only for Collision Detection" what means?, it means than i cant simulate the physc, right?, if it is true, with Bullet or PhysX, can i simulate physic realtime?, thanks. :), good night!

zarfius

27-01-2012 03:40:38

Hi, thanks for your answer !!, you are a good team!!, when you say about Newton Physic "Only for Collision Detection" what means?, it means than i cant simulate the physc, right?, if it is true, with Bullet or PhysX, can i simulate physic realtime?, thanks. :), good night!

He means that he hasn't used it that way. Newton certainly can simulate physics.

Beauty

27-01-2012 11:38:12

when you say about Newton Physic "Only for Collision Detection" what means?, it means than i cant simulate the physc, right?
The main purpose of Newton is physics simulation.
Collision detection is just secondary.

In version 1 it even wasn't possible to use collision detection as stand alone.
So I had to define physical properties, etc. just to use collision detection.

When the developer worked on Newton 2, I gave him several suggestions.
Now it's possible to use use collision detection without physical stuff.

For my application I only need collision detection.
Physics are not needed.

Yes, BEPU is the easiest physics engine I've used with Mogre
[...]
Maybe it's a good idea to [...] add it to the wiki :)

Well, sounds nice (-:

maxdelphi

27-01-2012 16:44:25

thanks.

maxdelphi

27-01-2012 17:10:34

hi, i decided learn MOGRE for many reason, i join to MOGRE team :P, now i am learning it, if you know tutorial out of here please post it, and thanks!!!..... :mrgreen: :D, but what happen with updates??, i see MyGUI, physx, and other and their dont have new updates :(, what happen with the future of mogre?

zarfius

27-01-2012 22:00:41

hi, i decided learn MOGRE for many reason, i join to MOGRE team :P, now i am learning it, if you know tutorial out of here please post it, and thanks!!!..... :mrgreen: :D, but what happen with updates??, i see MyGUI, physx, and other and their dont have new updates :(, what happen with the future of mogre?

Mogre is driven by the people who use it. If there is a strong enough need for something, somebody will do it. Nobody can predict the future, but we can be sure that while there are people who want Mogre to continue, there will be people to make it happen.

Besides that, you have to ask yourself.. what's wrong with it now? Even if there are no more updates, can you still create a game with it? What's stopping you from updating it? Which plugins do you actually need? Try not to make your decision out of fear of what might not happen. Instead, make some goals and do what it takes to get there.

Beauty

28-01-2012 12:31:50

if you know tutorial out of here please post it
Just look to the Mogre main page. There is much information. For example a link to the Mogre tutorials, which teach you the basics.
http://www.ogre3d.org/tikiwiki/MOGRE

maxdelphi

28-01-2012 13:30:19

if you know tutorial out of here please post it
Just look to the Mogre main page. There is much information. For example a link to the Mogre tutorials, which teach you the basics.
http://www.ogre3d.org/tikiwiki/MOGRE


yes!l, today i will start with tutorial, analyzing and review, you are very friendly, thanks!. :P

Pyritie

02-02-2012 11:17:14

I use BulletSharp for physics (it has a build for Mogre with the various math things (Vector3, Quaternion, etc) using mogre's, which helps) and I haven't really had any problems with it besides memory management

Its vehicles are a lot easier to use than physx's

zarfius

02-02-2012 12:21:12

(it has a build for Mogre with the various math things (Vector3, Quaternion, etc) using mogre's, which helps)

Yeah, they PhysX candy wrapper does this too which I liked. I prefer BEPU now though, because the character controller is really really nice for first person stuff.

PonyKart looks cool btw ;)

maxdelphi

03-02-2012 14:43:12

Hi, thanks, now i will be honest, i 18 years old, i would like make my own games as many people, the "main" problem in selection of an engine for a noob(in this case Ogre/Mogre) is :

- First, low support for mogre (only one section in forum(somewhat inactive) and cant speak spanish)
- i see different tools from "Important links" and almost all are antique without updates, dead projects.., without a future........
- i see "Community project in ogre(long list, and see one per one) and mogre" and almost all are antique, inactive sites..., dead projects.....uhmm
- almost all in "http://www.ogre3d.org/tikiwiki/MOGRE"; (wiki's mogre) are antique!, there are exceptions....but very low.....
- bad guide for setup it, i read manual for 3 days and i could not setup and compile it (uff headache)......
- and much more.....

i know you do not have time to update this, but try to strive for this to reach thousands of people, updating forums, updating projects, updating tools, updating all......

now i have a doubt for select it, XNA or MOGRE, because i think XNA have much updates and tools, i found free engines on it, very good quality games..

perhaps not important to you, but for a newbie as me, it is important for select it , because Mogre cant expand in the world, i have "fear" work with mogre because i think (as noob) it lapse soon...

please think you about I said, has been difficult to write this, I speak Spanish and not much English, I'm from chile

thanks...

zarfius

04-02-2012 00:40:11

XNA and Mogre are very different beasts.

There are many reasons why you might choose one over the other. Most people who use Mogre are building games or tools by combining Mogre with a selection of other "sub engines" for physics, sound, networking, etc. The important difference is that they have full control over what bits and pieces they put together.

XNA on the other hand is a framework made by Microsoft and sits on top of DirectX. It provides all the basics for you and is a good starting point for making small games for PC and XBox. Personally, I haven't used XNA much but that's what little I can tell you about it.

Mogre might seem like a small community, but what you may not realise is that it's just a wrapper around the much larger Ogre engine. All of the base features of Ogre come in Mogre for a very small cost (because the wrapping process is automatic). Ogre has a very large community.

Antique, inactive and dead projects are a reality, but that doesn't make Mogre any less useful. As long as you know the limits. It can solve your problem, if your problem is getting a good graphics engine into C#. If you want physics, sound, networking a level editor, models, textures, shaders and whatever else you'll have to spend time putting it all together. Yes, it takes a lot of time and effort.

I've been doing this a lot longer than you. I've been making games since I was in my early teens and I'm now in my early 30's. If there's one bit of advice I can give you, forget about trying to find a game engine that does anything and everything. Focus on what you actually *need* for your game. Chances are, once you figure that out you'll only need a small part of what a full game engine can give you anyway.

That said, I'm not here to convince you to use Mogre. It's likely that you could make your game easier with some other game engine. Perhaps XNA, or Unity. No matter what you choose it's going to be a lot of work and a steep learning curve. You may need a lot of help. You might not finish it unless you are really motivated and enjoy it a lot, on the other hand you WON'T finish it if you don't try. So have a go, make mistakes, learn from them. Read a lot, try things out. Maybe try make a very tiny game in Mogre and then the same game in XNA and see what's easier.

maxdelphi

04-02-2012 16:07:51

XNA and Mogre are very different beasts.

There are many reasons why you might choose one over the other. Most people who use Mogre are building games or tools by combining Mogre with a selection of other "sub engines" for physics, sound, networking, etc. The important difference is that they have full control over what bits and pieces they put together.

XNA on the other hand is a framework made by Microsoft and sits on top of DirectX. It provides all the basics for you and is a good starting point for making small games for PC and XBox. Personally, I haven't used XNA much but that's what little I can tell you about it.

Mogre might seem like a small community, but what you may not realise is that it's just a wrapper around the much larger Ogre engine. All of the base features of Ogre come in Mogre for a very small cost (because the wrapping process is automatic). Ogre has a very large community.

Antique, inactive and dead projects are a reality, but that doesn't make Mogre any less useful. As long as you know the limits. It can solve your problem, if your problem is getting a good graphics engine into C#. If you want physics, sound, networking a level editor, models, textures, shaders and whatever else you'll have to spend time putting it all together. Yes, it takes a lot of time and effort.

I've been doing this a lot longer than you. I've been making games since I was in my early teens and I'm now in my early 30's. If there's one bit of advice I can give you, forget about trying to find a game engine that does anything and everything. Focus on what you actually *need* for your game. Chances are, once you figure that out you'll only need a small part of what a full game engine can give you anyway.

That said, I'm not here to convince you to use Mogre. It's likely that you could make your game easier with some other game engine. Perhaps XNA, or Unity. No matter what you choose it's going to be a lot of work and a steep learning curve. You may need a lot of help. You might not finish it unless you are really motivated and enjoy it a lot, on the other hand you WON'T finish it if you don't try. So have a go, make mistakes, learn from them. Read a lot, try things out. Maybe try make a very tiny game in Mogre and then the same game in XNA and see what's easier.


hey thanks for your response, and sorry for inconveniences....and yes, mogre is powerful engine, i will test with both, and thanks again.. and i never said than mogre any less useful, i think mogre is very useful, powerful engine........with mogre you can make good quality games...i like much mogre and xna, but i need select one, now i will test....

thanks :) :D :P
(\(\
(º.º)
º(º)(º) :P

Zonder

09-02-2012 12:12:52

One huge difference between MOGRE and XNA is MOGRE is high level and XNA is low level XNA is effectivly directx mogre does the hard work with directx for you like displaying animated charecters, terrain etc.

maxdelphi

10-02-2012 03:08:14

One huge difference between MOGRE and XNA is MOGRE is high level and XNA is low level XNA is effectivly directx mogre does the hard work with directx for you like displaying animated charecters, terrain etc.

testing.. :P

thanks...