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 Home / 3D Theory & Graphics / Open source realistic 3d rendering software? Account Manager
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Wild and Crazy Guy

August 04, 1999, 01:41 PM

After seeing products that are as ingenious as 3d studio max and lightwave and soforth
(especially 3dsmax), I have been wondering about whether or not it would be worthwhile
to start some form of open-source 3d rendering package, GPL'ed. All that would really
need to be created would be a form of plugin architecture (like 3dsmax), and the bare
minimum in software rendering. As long as the design is proper from the beginning,
the program should easily accomodate raytracing and whatnot.

I, myself, am unlikely to be able to do something like this on my own--I have been
programming for a number of years in various languages as a hobby, and enjoy 3d
graphics. I recently dabbled in openGL a bit, and also have been doing some reading
on rasterization/etc. I admit, I'm not an expert in my field, and still have a lot
of programming experience that I lack. However, I know a bit of everything (from
logo to Java) and love graphics.

Like I said, I would be unlikely to be able to do a truely _PROPER_ design (which I
tend to emphasize and apply to the best of my abilities in my programs) by myself,
and lack a very firm 3d math background (just the reading I get off of the internet),
but I'm curious to give it a shot, and am wondering if anyone else is willing to jump in.

wild and crazy guy


August 05, 1999, 10:48 PM

>> As long as the design is proper from the beginning, the program should easily accomodate
>> raytracing and whatnot.
Thats an illusion. If you have ever seen the 3DSM SDK you will know how complex its underlying architecture really is. Its much more difficult than you think

Even if you will get someone to work on your open source, they will do maybe 20-30 percent of the work. You will have to make most of the underlying logic. A raytracer is complicated enough as it is, but if you want it to have hooks into the pipeline that are possible to use to make a 3DSM quality image you will need to make a real object-oriented architecture. Unless you are a specialist with 20 years of experience designing the most complex systems there are you will have to scrap everything at least 3 times, each run being around a year. You cant open your source until you have some form of architecture to build on, so its a catch-22.

It will be like 20 ants trying to build a factory.

- Raven

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