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 Ogre C++ client

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PostSubject: Ogre C++ client   Thu 28 Jun - 2:01

Is it feasable or possible to implement a client in C++?
We can get up to speed on meshing managed/unmanaged code, c++/c# and don't mind reinventing the wheel a bit.

We already have an Ogre based C++ client roughed in with Bullet, character controller, editors, other tools, nice asset pipeline etc. and graphics that we are really happy with.

I realize the benefits of managed code and c# but we would like to do this with our existing c++ client if possible.


Just downloaded the source and api docs but haven't had a chance to look through the code to any great extent.

We are looking through the server api and it's really impressive. Multiverse is awesome.


Thanks in advance.


study

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Delurin
Head of Platform Development


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Join date : 2011-08-03

PostSubject: Re: Ogre C++ client   Fri 29 Jun - 1:10

The biggest things I would think you would need to look at are the client network code, terrain and UI since all of those don't use ogre. The UI and networking are probably going to be the biggest problem since the UI is written in IronPython which calls the c# code.

The easiest way would probably be to wrap ogre into the multiverse client which I know people have been asking for so we could probably get some coders to help.

There is a version of bullet for c# - bulletsharp which can be used with multiverse I implemented a very rough version of it to handle some specific physics calculations.

Most of your assets should be transferable directly since multiverse uses axiom a csharp port of ogre. The only think you might have to change would be the physics but if you using bullet you could rip out the collision based system and replace it with bullet.
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PostSubject: Re: Ogre C++ client   Fri 29 Jun - 2:38

Thanks Delurin

Perhaps a MOGRE based solution would work. It's been recently updated.
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=MOGRE


The terrain component is integrated to some degree. Love the terrain component in Ogre.
Terrain component

I did read that the MOGRE branch in Multiverse hasn't been worked with yet.

Perhaps start with the newest MOGRE?



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Delurin
Head of Platform Development


Posts : 424
Join date : 2011-08-03

PostSubject: Re: Ogre C++ client   Fri 29 Jun - 3:16

That is correct. I know that ogre has terrain but I believe it is very different from multiverse's version.

Mogre would probably be the easiest way to implement what you are looking for and I am sure that there are people who would be willing to help.
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