I'd like to have the ability to build geometric algorithms on top of
OpenSG, and a solid foundation of good classes is important. Whether
that matches your vision is another thing I suppose. :) (WildMagic is
_very_ nice in this area, but lacks in other places where instead OpenSG
excels, hence we chose OpenSG :)
Hm, I hadn't looked into that before. I've known about his books of
course, but the code is new to me. His math part is pretty impressive,
and the list of features is pretty long, too. What is he missing that
you found in OpenSG? ;)
I can't recall everything now, but I suspect there was some licensing
issues as well as the general feel of the entire project. We had been
recommended OpenSG by another company, so that was a big plus. Also, I
have been working with WildMagic previously (3 yrs ago) as a
games-programming teacher and it did not, at that time, have the same
solid architecture of OpenSG (which did not have a good book attached to
it at that time). Then, I also communicated with Dave on some fixes and
bugs, and was told that he, regrettably, did not have time to update the
scene graph part and was hiring students to do the work, funded by the
current book income, which of course has declined since its' release.
I feel that the open source license and the maillist of opensg is more
dynamic and better suited to fixing bugs, geting help and dicussing
future directions of the product.
/Marcus
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