"So my question is, can OSG easily support the bullet points above?"

No, I'm afraid it can't.

OpenScenegraph isn't a game engine, it's just a set of tools for representing 
and rendering 3D scenes, that could be used by one, plus some import and export 
tools. Although it does contain  a simple UI toolkit, and quite a few plugins 
for interoperability with other software.

If you require doing a lot of UI for your programming language bit, and 
cross-platform compatibility, I'd have a look at Qt. It can be combined with 
OpenScenegraph, and made to run on Windows, Mac, Linux, iOS and Android (UWP is 
apparently in development for OSG and already available for Qt). Alternatively 
they have a scenegraph of their own.

However, either of these plans will still require you to write the engine parts 
of the game engine underneath them, or find extra bits of middleware like 
Bullet physics, which has an existing integration with OSG.


Incidentally, unless you're planning on porting to some *incredibly* obscure or 
ancient systems, C++, in fact the C++ 11 standard seems to be perfectly well 
supported across all today's popular platforms.



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