Regarding OpenSceneGraph, CrystalSpace:
Both seem to be very good engines, but both are in C++ and we still prefer to continue the work in Delphi. Writing headers and all that for Delphi seems to be a lot of work ... though I had to look for something else ...
Here a short review of my latest thoughts:
We have been using DelphiX (Direct3D RM for Delphi) till now, and the first steps were very easy, but once we wanted to extend it to features that weren't implemented already in DelphiX we found that it was a big problem to add them. And after Hori ended the development on DelphiX and Microsoft anounced to stop the develomepment on Direct3D RM, we were faced with many lines of FMS code that based on an engine that just wont be developed any further ...
That's why I wan't in the first place to build the FMS code no more on one of these nice and large engines, that I would never understand all the code, and this we always be limited to what features they offer ...
After that I have started to code a bit around on low level 3D (Direct3D IM and OpenGL) and realized, that making OpenGL application for both Kylix and Delphi isn't as easy as I thought first. By the way there was the problem with the mesh format. There is a library to load 3ds with Delphi ... but with what good and free tool can you make 3ds files ... ?
If it is not that easy to make the FMS portable to Kylix (Linux), I thought that Direct3D IM may not that bad at all, after all it is the "nearest" to DelphiX and Direct3D RM ...
It took not long to have a small application load the .x files in Direct3D IM though I continued to work on some very small engine that shouldn't get so big with features that we wouldn't need for the FMS ... and as it should remain very small, it shouldn't be a very big problem to extend it to new functionality ...
This brought me to were I am a the moment. I have now a small object oriented 3D engine working ion Delphi, based on DirectX9 Direct3D IM that can easyliy load the .x files. I use still .x files because it is one of these file format's that can be generated with freeware tools, and it supports most of the needed features. Animating rudders and props for the models is no problem, beacuse you can save hierarchical trees into the files and with an independent transformation on every frame you can to quite alot.
One feature that I really miss in the .x format is more than one texture coord set per vertex. I want to use this for lightmaps for example. First I thought 3ds could be the solution I found out that it isn't easy at all to produce 3ds files, if you are not converting from .x to 3ds (and have this way still only one texture coord set per vertex)
... But these is solved as well now ... has a very nice tool to generate lightmaps, and I can now directly load his .lmts files into my engine ...
Beside the file format details, I can render spherical envirenment maps, two color textures, hav a little smoke engine, a skybox ... soon perhaps a collision detection engine, frustum culling ... and I'm quite happy tough far ... if it continues like this I will soon have most of what I was looking for ... no Linux support though ...

but this seems not very easy in Delphi/Kylix anyway at the moment ...
unfortunately I have to finish this post now ... (time) ... though perhaps later more ...
I'm open to any critics / ideas / comments ...
Michael Möller
Edited By Michael Moeller on April 29 2003 at 10:10