I finally plugged in Ogre into my code, and after a giant namespace clash (actually, stuff clashed because MY code didn't use namespace as it should, and still used defines such as #define PI 3.14something) and Ogre didn't like that. But it was pretty much all my fault :-)
But then something made me cry. In the prototype I made with Dark Game SDK I took great pride in the design I made of a spline interpolation algorythm to create smooth camera and object movement. I took alot of time designing a cool API to add and delete keyframe and then have it calculate a spline based on the keyframes. Well, as it turns out, Ogre already has that built-in. I didn't look at it in depth (looked at the Camera Track example) but it does look like had I started with Ogre from the beginnning I wouldn't have had to code that at all. Damn me. Well, I'll probably keep using mine because the prototype is already coded and it works. Still. Damn me.
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