UMMO Game Engine: The programming lead (keeperX) chose OGRE engine, connected to Bullet Physics (created by Erwin Coumans) by the GameKit/OgreKit framework.
Fully proland algorithm compatible, i hope…
by ecoumans » Tue Oct 05, 2010 11:44 pm
Rowindor wrote:I used Blender years ago and liked it a lot. It’s my understanding that OgreKit can read Blender files with no need to export. But if you’re using Blender as the level-editor, then what does OgreKit do? And if you work on a level with OgreKit, does it save your changes back to the Blender file?
OgreKit combines several open source projects into a game engine and adds .blend reading capabilities. So if you are using Blender to create assets and as level editor, you don’t need another level editor. In a nutshell, OgreKit will convert the data from a .blend file as follows:
- graphics -> Ogre (triangle meshes, textures, cameras, lights, skeletal animation etc)
- physics -> Bullet
- audio -> OpenAL
- scripts -> Lua
You can write the game using OgreKit either from scratch in C++, using Lua scripting or using game logic nodes. This is all work-in-progress and your feedback is appreciated.
Brutal, what did you find confusing of OgreKit? It would be good to clarify things in the wiki.