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- July 31, 2008: Work++; // Again!
- June 8, 2008: Patterns And Such.
- June 4, 2008: Work++;
- May 20, 2008: SIMD And Randomness
- April 30, 2008: Coder Burn-Out
- March 26, 2008: Some GameDev Math Resources.
- March 24, 2008: Real-Time Collision Detection
- March 17, 2008: To OSG, or not to OSG.
- March 9, 2008: The Moz Cause
- February 12, 2008: Et Tu Singletone.
To OSG, or not to OSG.
I have been working on my game engine (Which still does not have a name; Suggestions are appreciated) for a while now. It has seen its share of refactors ever since I started on it back in 2006. But recently, I have come to a fork in the road. I am overwhelmed with the amount of things that I need to keep track of which makes me second guess some of my design decisions that I have made. One of which, is weather or not to write my own scenegraph or to use a stock one, say, OpenSceneGraph.
From experience, I can tell you that the amount of time that it would require to learn, implement, and test OSG’s implementation would be comparable to the amount of time it would take me to write one from scratch. I have been plagued with these sorts of decisions ever since I started the rewrite of my code. The benefits of using a library over writing your own can only be determined by the ease of use of the library. For example, if its easy to build, incorporate and debug then it probably is better to choose it then to write one from scratch. In the case of OSG, the library is big. No, its Massive!
I am still not convinced that OSG would be worth using over my own implementation, simply because of the learning curve and the work required to properly incorporate it into my engine. I would literally have to wrap my engine around OSG, rather then have it work symbiotically. That just does not sit well with me. Regardless, I will still poke around inside OSG and learn how their scenegraph implementation works.
Where is my trusty Bearded Axe, its time for some hacking!