Showing posts with label Ogre3D. Show all posts
Showing posts with label Ogre3D. Show all posts

Thursday, December 13, 2012

Ogre3D Object Placement Utility


I wrote an open source object placement utility that allows for placing objects (trees) on a terrain using the mouse.


It consists of a terrain and a water surface (pond). The user can select from 3 different models of trees and place them on the terrain. You enter edit mode by pressing space and a toolbar with all available models appears on the left side of the screen. The toolbar can easily be extended with more models.

I hope people will find it useful for object placement in scenes or using it as a base for terrain editors and such.

The build system is currently for Linux only (cmake and make) but it should be easy to compile in Windows or MacOS. The code is not perfect so any comments and suggestions are welcome.


Here is a demo:


Links
Souce code on GitHub
Object Placement Utility at Ogre3D Forums

Tuesday, February 15, 2011

Ogre3D Applications and Emacs

This is the first application of the Ogre3D tutorial, set up for compiling by calling
make -k
from Emacs. This is useful when you have a shortcut for M-x compile say, F1, so you want to be able to call make from the directory where all your source files are located. The Makefile in the root directory just removes old cmake files, then runs cmake inside build directory and creates the Makefile to build the project. Then builds and executes.

  • Cmake output is redirected to the file /build/cmake.output
  • The executable (OgreApp) is located in build/dist/build
  • The execution log is in build/dist/bin/OgreApp.log
Now you can edit the source files of your Ogre3D application, then hit F1 (or whatever key you've assigned compile to) and build/execute by just pressing one key.

You can download all files from here.