Passer-by
Posts: 4
Joined: Wed Jul 28, 2010 2:26 pm
Interested in Axiom's features
I'm part of a project focused on building a solid game engine, and we're currently trying to pin down what base tech we want to use. Most things have been chosen (Bullet for physics, FMod for audio, etc), but there was some talk recently of using Ogre in C++ or C# (we're using C# as our script language and most game mechanics are powered by script, so having it all in C# will avoid interop and such). Using Ogre (or some adaptation) is a requirement, so I've been looking into managed wrappers and ports for Ogre. MOgre looks to be the most up-to-date and solid, but has the critical failure of not supporting Mono (or I found no docs that said it did). We need tri-platform (Win/Linux/Mac) compatibility.
Browsing through Ogre's wiki, I run into a link here. This engine looks like a pretty solid port of Ogre to C# and says it's fully compatible with Mono (what we'd be building on). Is that all true? How up to date, compared to Ogre 1.7.1, is Axiom? What features are missing, if any? I searched your forum and saw a few threads saying that Axiom is lagging behind Ogre by a few versions. Your wiki also has some pages suggesting that. Is there anywhere or anyone I can get more detail from as to what exactly is missing? Are there are added complications using Axiom over Ogre for cross-platform development? Would a skilled C/C++/C# team have trouble shifting (at a very early stage of development) from C++ Ogre to C#/Mono Axiom?
If Axiom meets our requirements, my development team may be interested in using it, and are capable of patching most things we run into (and will of course contribute our patches back to the codebase). Just want to get a feel for the development here and how usable this is. I'll be playing with the code this afternoon.
Thanks for any replies ahead of time and cheers,
Sean
