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Is there a middleground between writing raw OpenGL versus using a full-blown game engine?

I'm playing around with OpenGL and I'm finding myself writing code that I feel like I shouldn't have to write.

GLU and GLUT are nice but not really what I'm thinking of.

  • Code to load .obj models (vertex and normal vectors) from Blender and render them.
  • Code for collision detection.
  • Code for navigation/camera stuff.
  • Code for simple terrain generation.

But at the same time I feel like a full-blown game engine is more than I need.

Are there any good libraries built on top of OpenGL that I could take advantage of, perhaps to create relatively simple games? I don't necessarily need all of the items listed above. Those are just examples of what I'm thinking of.

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FogleBird Avatar asked Dec 09 '22 17:12

FogleBird


2 Answers

Yes.

I can't be more specific as I don't write my own game engines but I do have a list of libraries online at this location, most of which sit below being a full engine.

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Kylotan Avatar answered Jan 21 '23 10:01

Kylotan


Ogre
Irrlicht
openscenegraph (replaces performer)

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Martin Beckett Avatar answered Jan 21 '23 09:01

Martin Beckett