Christoph wrote:
As I've been touching some Horde3D related code today and I've been asking myself: does this change imply, that all resources get "flat" (=no need for XML anymore)?
Well the only resource that is XML based are the group and model nodes. Geometry, Shader, Animations, Textures aren't XML resources. So "all resources" is a bit misleading. I never really thought about concepts for making the scene graph flat. I guess there are quite a few papers that discuss the advantages and disadvantages of having no scene graph within the rendering engine. As a user of Horde3D I don't think that I will get rid of a scene graph in general, so maybe there are better implementation possibilities outside of Horde3D but having a scene graph for structuring and manipulating the scene is IMHO essential. But I'm currently not involved in any game developement, so I might be wrong here.
Christoph wrote:
Another thing thats bugging me for quite a while is that I have to link Horde3D+OpenGL into to our server application - we're using Horde3D meshes for Bullet. This might be a great chance to split Horde3DEngine into Horde3DRenderer and Horde3DResources (or similar). What do you think?
Well, I don't know what you are doing within your "server" application, but maybe it's possible to abstract or split the horde3d resource loading enough to allow compiling of only the resource specific code as a seperate library (just by removing all other rendering specifc files, so no separate libraries in the official horde3d release). But I won't recommend splitting it only for your specific application, if that means code bloat and making the code more complicate to understand. After all Horde3D is still a rendering library and not a resource loader for bullet.