openSceneGraph under D ?
Bill Baxter
dnewsgroup at billbaxter.com
Mon Aug 13 19:27:14 PDT 2007
I certainly won't argue with you about porting OSG to D. That would be
one hell of a job.
But it seems like for C++, OpenSceneGraph is still a pretty good option.
--bb
Tristam MacDonald wrote:
> I don't deny that it is well managed, and even well designed. But I find
> it suffers from a rather 'monolithic' philosophy (how many distinct
> database formats are really useful in one app?). It also has a more
> immediate issue as regards to porting to D, namely that the platform
> interface for every platform (and API) is a separate module, each
> written in the native language and API - which would require us to
> maintain all of them.
>
> It also relies heavily on community plugins to provide advanced
> functionality, and these are very varied in quality and completeness,
> and would also have to be ported separately - this includes most of the
> windowing toolkits, physics integration, terrain support and character
> animation toolkits.
>
> Bill Baxter wrote:
>> Tristam MacDonald wrote:
>>> Given the size and complexity of OSG, I don't think any automated
>>> solution is going to be sufficient. besides, while OSG is quite
>>> handy, they made some rather dubious design decisions, and it doesn't
>>> feel very nice.
>>
>> Really? Like what? I haven't seriously looked at OSG for years, but
>> I was under the impression that it was one of the better managed and
>> designed open source projects out there.
>>
>> --bb
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