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Re:Valve Announces Source 2, and It’ll Be Free by jokoon on Wednesday March 04, 2015 @03:55AM (#9143316)
> Ogre 3D

I recently chose to give up on Ogre3D as I was completely frustrated by my inability to make it run on mac. It's also way too big (I don't know if OOP is a reason for that, but I still tend to dislike OOP nevertheless). For example it doesn't seem that you can choose to not use the scene graph.

I loved that engine at some point, but as time passed, I wasted an incredible amount of time trying to either build it (oh the pain) or make a project run across platforms (mac especially).

I recently found an opengl 3.3 core profile tutorial (learnopengl.com, it's really good for motivated beginners), I felt really better learning that since I like to understand how lower level stuff works and how to make things as simple as possible.

Unity/source/unreal engine are great when one wants to sell a beautiful, smooth 3D game quickly and doesn't have too specific or uncommon requirements. But when you want to experiment, there's nothing else than raw opengl.

I really wish Ogre3D was lighter, or that there was be a minimal engine with plain helper functions that let you use, understand and talk to OpenGL to make the best use of it. I can understand that indie devs want to be able to use the best 3D right away, but sometimes it can be nice to give more control to the programmer.

I guess I hard a hard time learning by myself, or that I'm just trolling out of frustration. 3D is not easy and sometimes I think some small dose of KISS would be appreciated.

Re:Valve Announces Source 2, and It’ll Be Free by mintplant on Wednesday March 04, 2015 @04:18AM (#9143362)
If you're willing to go the Java route, LWJGL is pretty close to what you've described.

http://www.lwjgl.org (their website seems a bit odd right now)

Re:Valve Announces Source 2, and It’ll Be Free by gambiting on Wednesday March 04, 2015 @04:52AM (#9143448)
lwjgl is so plain it's no more than a wrapper around OpenGL context.

If you want slightly more than than(but still not a proper engine), I would wholeheartedly recommend libgdx: http://libgdx.badlogicgames.com/features.html

Re:Valve Announces Source 2, and It’ll Be Free by astn on Wednesday March 04, 2015 @12:27PM (#9145803)
>a minimal engine with plain helper functions that let you use, understand and talk to OpenGL

You can try http://libcinder.org , http://www.openframeworks.cc or http://www.sfml-dev.org

Re:Valve Announces Source 2, and It’ll Be Free by jokoon on Friday March 06, 2015 @09:30AM (#9157094)
those are not 3D
Re:Valve Announces Source 2, and It’ll Be Free by amagumori on Thursday March 05, 2015 @11:41AM (#9151832)
i think the true best thing is to just build your own engine from the ground up in openGL. it's labor intensive. and it's not what you should do if you want to make a game. but, every graphics programmer has an engine. and it is never finished. it's a lifetime project that you can continously keep building, refactoring, and adding onto to learn new things.

the only real way to learn programming is by doing. no amount of reading can really burn knowledge into your brain. by implementing things like model->world->camera space transforms, quaternion rotation, shadow mapping, lightmaps, deferred rendering, etc yourself, you will end up intuitively understanding them.