一个很好的简单的3D环境模拟

发布于 2024-11-10 13:09:36 字数 235 浏览 0 评论 0原文

我需要能够在 3D 环境(可能非常大的文件)中加载,并让单个对象遍历并通过环境进行控制。物理并不是明确需要的,但需要碰撞检测和模拟运动。我还需要能够指定安装在对象本身上的不同视点的位置。我计划动态加载对象的周围环境,因为整个环境太大而无法一次渲染并保存在内存中。

完成该项目的最佳软件/引擎/方法是什么?我正在运行 Ubuntu 10.10,并且更喜欢 Linux 解决方案。任何可管理数量的编码都可以,无论是 C++ 还是 Python。

I need to be able to load in a 3D environment (a possibly very large file), and have a single object traverse and be controlled through the environment. Physics are not explicitly needed, but collision detection and simulated motion are required. I also need to be able to specify locations of different viewpoints mounted on the object itself. I am planning on dynamically loading the surrounding environment of the object, as the entire environment would be too big to render and have in memory all at once.

What is the best software / engine / approach to completing this project? I am running Ubuntu 10.10, and would prefer a linux solution. Any manageable amount of coding is fine, in C++ or python.

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怕倦 2024-11-17 13:09:36

我个人建议ogre,但我也发现了这篇关于 irrlicht 的文章似乎与您的情况特别相关。

I personally suggest ogre, but I also found this article about irrlicht that seems particularly pertinent to your case.

蓝天 2024-11-17 13:09:36

听起来管理环境数据将成为大部分工作,因此找到一个场景管理器 适合您特定环境的要求是最重要的。

场景管理器(至少在 Ogre 术语中)负责将场景数据加载到内存中并以以下方式组织它:使渲染尽可能快。最基本的区别是室内和室外场景管理器,但种类也很多。

选择取决于环境的性质:

  • 室内,受限视图 → Quake 风格的 BSP 管理器,
  • 室外,无界视图 → 景观管理器,对大景观
  • 任意离散对象进行分页 → 某种基于八叉树的管理器

It sounds like managing the environment data is going to be the bulk of the work, so finding a scene manager which fits the requirements of your particular environment is the main thing.

A scene manager (in Ogre terminology at least) is responsible for loading scene data into memory and organizing it in a way that makes rendering as quick as possible. The most basic distinction is between indoor and outdoor scene managers, but there are many varieties.

The choice depends on the nature of the environment:

  • indoor, restricted view → Quake style BSP manager
  • outdoor, unbounded view → landscape manager, with paging for large landscapes
  • arbitrary discrete objects → some kind of octree based manager
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