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© Ogre3D Team 2011 User Survey 2011 Ogre3D presents conducted August 2011 published November 2011 by the Ogre3D team www.ogre3d.org 1

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© Ogre3D Team 2011

User Survey 2011

Ogre3D presents

conducted August 2011 published November 2011 by the Ogre3D team www.ogre3d.org

1

© Ogre3D Team 2011

2

1. Introduction

This survey was conducted to collect some information about the nature of the Ogre user base and the utilization of the engine. It therefore offers a means to get an impression how Ogre3D is used and which platforms and tools it is most commonly used with. Additionally, this survey serves as a guide for the Ogre3D Team to identify weak points and hence help it to decide on future developments. The survey was conducted throughout the month of August 2011 and was advertised on the Ogre3D homepage (www.ogre3d.org) as well as in the Ogre3D forums (www.ogre3d.org/forums) to get as many community members to participate as possible, in order to get a reliable and representative result. In the end we received 1020 responses of which 875 result sets contained answers to all 20 questions and respectively 145 which covered only a proportion of the questions. In order for the results to be comparable to the previous Ogre3D User Survey conducted in 2008, this year’s survey also included those questions from 2008 (questions 1 to 5). The results of the previous survey are also incorporated in this report to simplify comparison, which is easily possible due to a similar number of responses in both surveys (1034 in 2008). We, the Ogre3D Team, would also like to use this report as an opportunity to say “Thank you!” to all the participants of this survey as well as the whole Ogre3D Community in general for their active involvement in the forums and the wiki. After all it is the combination of the skilled and dedicated Ogre3D developers / contributors and the highly motivated and supportive forum members that sum up to the great experience that using and working with the Ogre3D engine is! So “Thank You!” to everyone involved! Your Ogre3D Team

© Ogre3D Team 2011

3

2. Results

Q1: In which sector are you using Ogre?

Note: Multiple answers per person were possible.

Results 2011:

16

151

273

49

406

529

0

100

200

300

400

500

600

In which sector are you using Ogre?

Government

Academic / Scientific

Commercial (closed source)

Commercial (FOSS)

Hobby / Student (commercial later)

Hobby / Student (non-commercial)

Results 2008:

5

73

246

52

352

306

0

50

100

150

200

250

300

350

400

In which sector are you using Ogre?

Government

Academic / Scientific

Commercial (closed source)

Commercial (FOSS)

Hobby / Student (commercial later)

Hobby / Student (non-commercial)

© Ogre3D Team 2011

4

Q2: For which application types do you use Ogre?

Note: Multiple answers per person were possible.

Results 2011:

Results 2008:

854

141

288

16

139

48

30 25

193

169 23

For which application types do you use Ogre?

Games

Training / Education

Simulation

Public Works

Research

Architectural

Industrial

embedded

Tools

Virtual World

Other

465

72

155

31

62

41

21 0

103

62 21

For which application types do you use Ogre?

Games

Training / Education

Simulation

Public Works

Research

Architectural

Industrial

embedded

Tools

Virtual World

Other

© Ogre3D Team 2011

5

Side-by-side comparison 2011 vs. 2008:

854

465

141

72

288

155

16 31

139

62 48 41 30 21 25 0

193

103

169

62 23 21

0

100

200

300

400

500

600

700

800

900

2011 2008

For which application types do you use Ogre?

Games

Training / Education

Simulation

Public Works

Research

Architectural

Industrial

embedded

Tools

Virtual World

Other

Optional input of respondents who flagged “Other”: • Advertising • Augmented Reality (2x) • Civil Engineering • Computer vision • Entertainment • Hardware diagnostics • Media Player (3x) • Mobile • Photo presentation • Prototypes • Real time broadcast graphics • Robotics • Video (2x) • Video post-production • Virtual Reality simulator • Visualization (2x) • Weather presentation

© Ogre3D Team 2011

6

Q3: Years of experience with Ogre

Note: This question was slightly expanded compared to 2008, so a direct comparison is not possible.

Results 2011:

327

269

177

120

0

50

100

150

200

250

300

350

Years of experience with Ogre

1 year

1-2 years

3-4 years

> 4 years

Results 2008:

436

305 289

0

50

100

150

200

250

300

350

400

450

500

Years of experience with Ogre

1 year

1-2 years

> 2 years

© Ogre3D Team 2011

7

Q4: Size of team using Ogre

Results 2011:

562

329

42 17 5

0

100

200

300

400

500

600

Size of team using Ogre

1

2 - 5

6 - 10

11 - 30

> 31

Results 2008:

490

409

82

36 17

0

100

200

300

400

500

600

Size of team using Ogre

1

2 - 5

6 - 10

11 - 30

> 31

© Ogre3D Team 2011

8

Q5: Organization size

Results 2011:

Results 2008:

436

274

65

25 27 23 19

0

50

100

150

200

250

300

350

400

450

500

Organizaton size

1

2 - 10

11 - 30

31 - 50

51 - 100

101 - 1000

> 1001

448

376

99

27 26 26 27

0

50

100

150

200

250

300

350

400

450

500

Organizaton size

1

2 - 10

11 - 30

31 - 50

51 - 100

101 - 1000

> 1001

© Ogre3D Team 2011

9

Q6: Which OS are you developing on?

Results 2011:

290

644

375

159

17

0

100

200

300

400

500

600

700

Which OS are you developing on?

Microsoft Windows: XP or below

Microsoft Windows: Vista or above

Linux

Apple Mac OS X

Other

Optional input of respondents who flagged “Other” [excerpt]*: • Android (4x) • FreeBSD (3x) • iOS (4x) • Windows 7 (3x) • Windows CE 6 • …

* Only a proportion of the data is listed here, since some participants seem to have misinterpreted the question and answered for which OS they develop rathern than which OS they use to run their IDE. This might also apply to the listed responses.

Note: Multiple answers per person were possible.

© Ogre3D Team 2011

10

Q7: Which IDE are you using?

Results 2011:

Optional input of respondents who flagged “Other” [excerpt]*: • Bluesfish (2x) • Codelite (8x) • DevC++ (2x) • Editor (4x) • Emacs (14x) • Geany (7x) • Gedit (5x) • Kate (3x) • MonoDevelop (3x) • Notepad++ (4x) • SciTE (2x) • Vim (25x) • …

664

130 124 142

44 42

88 98

0

100

200

300

400

500

600

700

Which IDE are you using?

Microsoft Visual Studio

Apple Xcode

Eclipse

Code::Blocks

KDevelop

NetBeans

QtCreator

Other

* Only a proportion of the data, namely entries that appeared at least two times.

Note: Multiple answers per person were possible.

© Ogre3D Team 2011

11

Q8: For which platforms are you developing with Ogre?

Results 2011:

525

755

231

98 118

25 32

230

28 15

0

100

200

300

400

500

600

700

800

For which platforms are you developing with Ogre?

Microsoft Windows: XP or below

Microsoft Windows: Vista or above

Apple Mac OS X

Android powered mobile device

Apple iOS

Sony Playstation 3

Microsoft XBox 360

Other kind of Computer

Other kind of Mobile device

Other kind of Games console

Note: Multiple answers per person were possible.

© Ogre3D Team 2011

12

Q9: For which OS are you developing with Ogre?

Results 2011:

Note: Multiple answers per person were possible.

523

756

436

235

105 92

11

0

100

200

300

400

500

600

700

800

For which OS are you developing with Ogre?

Microsoft Windows: XP or below

Microsoft Windows: Vista or above

Linux

Apple Mac OS X

Apple iOS

Android

Other

Optional input of respondents who flagged “Other” [excerpt]: • Any OS which can run Java • Attempting Xbox and BlackBerry • FreeBSD (3x) • Meego • …

© Ogre3D Team 2011

13

Q10: What configuration of builds for your applications are you using?

Results 2011:

Note: Multiple answers per person were possible.

397

70

403

0

50

100

150

200

250

300

350

400

450

What configuration of builds for your applications are you using?

32-bit only

64-bit only

32 and 64-bit

© Ogre3D Team 2011

14

Q11: Preferred shader language

Results 2011:

272

131

185

131

0

50

100

150

200

250

300

Preferred shader language

CG

HLSL

GLSL

None / I do not use shaders

© Ogre3D Team 2011

15

Q12: Preferred Render System (if you have a choice)

Results 2011:

258

121

371

10

43

0

50

100

150

200

250

300

350

400

Preferred Render System (if you have a choice)

Direct3D 9

Direct3D 11

OpenGL

OpenGL ES 1.x

OpenGL ES 2

© Ogre3D Team 2011

16

Q13: Main programming language in conjunction with Ogre

Results 2011:

14

775

59 7 25

0 10 11 0

100

200

300

400

500

600

700

800

900

Main programming language in conjunction with Ogre

C

C++

C#

Java

Python

Ruby

objective-C

Other

Optional input of respondents who flagged “Other”: • BASIC • Common Lisp • erlang • FreePascal • Javascript • Lua (2x) • PHP • PUREBASIC • VB.NET

© Ogre3D Team 2011

17

Q14: Primary modeling tool

Results 2011:

433

60

237

11 6 1 3 12 6 2

92

18

0

50

100

150

200

250

300

350

400

450

500

Primary modeling tool

Blender

Maya

3D Max

Wings3D

LightWave

TrueSpace

Softimage/XSI

Google Sketchup

Cinema 4D

Cheetah 3D

Don’t do any modeling myself

Other

Optional input of respondents who flagged “Other”: • 3DCrafter/3DCanvas • AC3D (2x) • DAZ Studio • DeleD • Houdini • Luxology modo (2x) • Milkshape3D (3x) • My own molecular dynamics C++ code • Not just one • Only few manual meshes • Own tools • Procedural geometry • Silo • ZBrush

© Ogre3D Team 2011

18

Q15: Which GUI library do you use the most with Ogre?

Results 2011:

274

144

27

4 6 4 2

39

173

94

0

50

100

150

200

250

300

Which GUI library do you use the most with Ogre?

CEGUI

MyGUI

Hikari

Navi

QuickGUI

buttonGUI

BetaGUI

Gorilla

Note at all

Other

Optional input of respondents who flagged “Other” [excerpt]: • Awesonium (2x) • Berkelium (2x) • Canvas • Custom made / in-house (23x) • Flash • Gtk • MFC • JoyUI • libRocket (7x) • Lugre • Miyagi (7x) • Ogre SDKTrays (7x) • Nifty GUI • Ogre Overlays (2x) • QT (19x) • WPF (2x) • wxWidgets (4x) • …

© Ogre3D Team 2011

19

Q16: Which Ogre physics wrapper do you use the most?

Results 2011:

55 62

30

132

45

193 193

44

0

50

100

150

200

250

Which Ogre physics wrapper do you use the most?

OgreNewt

NxOgre

OgreODE

OgreBullet

btOgre

Use physics libraries directly

No physics libraries used

Other

Optional input of respondents who flagged “Other” [excerpt]: • Box2D • BulletSharp • Custom wrapper (18x) • Havok (2x) • Lugre • OgrePhysX • OpCode • PhysX (5x) • PhysX Candy Wrapper (4x) • Rigs of Rods Physics (2x) • …

© Ogre3D Team 2011

20

Q17: Which Ogre SceneManagers (SM) do you use?

Results 2011:

765

41 66

36 20

0

100

200

300

400

500

600

700

800

900

Which Ogre SceneManagers (SM) do you use?

Which Ogre SceneManagers (SM) do you use?

Generic / Octree SM

Old Terrain SM

Portal Connected Zone SM

BSP SM

Other

Optional input of respondents who flagged “Other”: • Custom (8x) • ETM • GameKit Occlusion Culling • Ogre::Terrain Component (4x) • PLSM • PLSM2

Note: Multiple answers per person were possible.

© Ogre3D Team 2011

21

Q18: Most severe drawback(s) of Ogre

Note: These were free text questions. As a consequence the result cannot be properly displayed via a chart, but instead the below written summary tries to outline the most common answers.

Within the 805 responses we received for these two questions, the following points are the most frequently listed ones that would help improve the overall experience and/or are highly anticipated (in no particular order):

• Official console support and official Android port • DirectX 11 and OpenGL3+ support • Updated and more extensive documentation • Enhanced mobile platform support • Good and free 3D Max exporter / better exporters in general • Official tool chain (scene editor, material and shader editor, …) • Modular design with the math part or the resource handling being own sub-libraries • More books, tutorials and other resources to help mastering the steep learning curve • More frequent releases and faster processing of bugs and patches • Better shadow support • Official C-API • Improved performance • Generally improve rapid-prototyping by offering more tools and pre-created content such as

complex shader • Official x64 builds • Multithreading / multi core support • Instancing • Inverse Kinematics • Very large scene support / scene manager redesign

Q19: Most important/anticipated future change for Ogre

PS: Rest assured that even though your specific remarks and suggestions for the further, future improvement of Ogre3D might not be in the list above , they will be taken into account. The Ogre3D Team is currently discussing internally how to best address and proceed on the feedback received by this survey. Additionally, there are also multiple ways for you to get active yourself and help develop the engine further, e.g. by participating in the discussions in the “Developer talk” forum section, creating patches to fix issues or add new functionality or help improving the documentation in the wiki. In case of any questions, just send us an eMail and we will get back to you as soon as possible. Details can be found on the last page of this report. Developer talk forum section Ogre3D wiki Bug tracker Patch tracker

© Ogre3D Team 2011

22

Q20: Feedback on the Ogre User Survey 2011

Note: These was a free text question. As a consequence the result cannot be properly displayed via a chart, but instead the below written summary tries to outline the most common answers.

The 153 responses we received for this question, mainly focused around the following points: • Overall huge appreciation that the community gets a voice • A lot of congratulation and gratitude for the engine and the Ogre3D project in general • Desire to have more questions to get even further insight into the community and the use of

Ogre3D and its ecosystem • Plenty of good ideas for new questions on suggestions on how to improve the current ones • Request to conduct that kind of survey on a regular basis

© Ogre3D Team 2011

23

© Ogre3D Team 2011

visit us: www.ogre3d.org

mail: [email protected]

forum: www.ogre3d.org/forums

wiki: http://www.ogre3d.org/tikiwiki

IRC room: irc://irc.freenode.net/ogre3d

Thank you for your participation and interest!