Anyone use/used NVSG SDK

Miscellaneous Forums/General Discussion/Anyone use/used NVSG SDK

Just came accross it on the nVidia website while looking for nvPerfHud. Looks pretty good and has an extensive feature list:

http://developer.nvidia.com/object/nvsg_home.html

Technology Features
Superb Image Quality
C++ scene graph API
High performance
Optimized memory management
Scalable with SLI
Cluster-aware
Frame-based animation supported:
Camera animation
Skin/bone animation
Object animation
Full shader support for the latest
GPUs via CgFX 1.4
Vertex array, display list, and VBO
support
Both frustum and occlusion culling
supported
Tree optimizer
Orthographic camera and
Perspective camera support
Multiple camera manipulators:
Trackball manipulator
Flight manipulator
Walk manipulator
Animation manipulator
Multipass antialiasing (MPAA):
seamless integration of Software
FSAA with Hardware FSAA
Shadow support (shadow maps)
Level of detail (LOD) handling
Stereo support
Picking/selecting (ray intersection)
Tree searching
Multipass rendering:
Shader-level (multipass effects)
Geometry-level
Scene-level
Multithreading safe (object and tree
locking with single writer/multiple
readers)
Asymmetric and overlapping viewing
frusti for clusters
Multiple file format support:
NBF (import/export)
NVSG (import/export)
VRML/WRL (import only)
NVB (import only)
...others via plug-in
Multiple texture format support:
BMP
DDS
JPG
GIF
HDR-HDRI Vertical Cross
OpenEXR
PNG
RGB
TGA
TIF
...others via plug-in
Multiple Plaform Support
Windows 2000/XP 32-bit
Windows XP x86_64 64-bit
Linux 32-bit
Linux x86_64 64-bit
Fourth-generation graphics boards (such as NVIDIA Quadro®)

THANKS A LOT LEIDEN!!!!

SOMETHING ELSE TO WRAP MY HEAD AROUND

:)


actually, this is an interesting find... on the surface it seems to be a lot like irrlicht, or OGRE... a scene graph and render that is optimized for shaders...

does that sound right?

--Mike

Pretty similar I would think, but since its from such a well known company with a humongous budget it might be alot better... or worse. Seems like they've taken every oppertunity to optermise it, using there own "memory management with refrences" system where the sdk handles object creation in the heaps, rather than the system. It seems pretty well layed out, has its own material/scene editor, tons of supported file formats, easy to understand API.

yeah... i agree, this would prove to be quite superior and stable to either of the afore mentioned...

this might be a good target for inclusion into Blitzmax... i'm going to read up a lil more on it this evening...

good find... thx

--Mike

Sweet as, Ill have a play with it also. See what it can do :P

Hmm... it's from nVidia so I'd like to see how it works on ATI hardware...

Barney

I'd say it would run sweet on ATi hardware so long as that hardware supports OpenGL and nVidia FX.