Although, I can't see real use of IrrXML, because there is a great bunch of xml tools already.
IrrKlang & IrrEdit on the other hand are useful
Thanks.
I've done plenty to push Irrlicht's limits. Since your profile is blank (everyone gets PM) and I can't find any links in your posts I can't ascertain what you yourself have actually done with Irrlicht; I assume that if you have done something then you haven't hit Irrlicht limitations.SiriusCG wrote:What is really ludicous here is that *no one* has pushed the current Irrlicht implementation to anywhere near it's limits... and they're wailing about "we need this and we need that"... what nonsense....
I'm reading the pablum that these "serious" game designers are spewing and all I can do is laugh... The "place the blame on the engine" is as old an excuse as it gets...I'm switching to Ogre. Irr's future as good game renderigng engine is very uncertain.
Irrlicht is a very good engine and the only uncertainty I can see is whether or not these "wanna be" game devs actually can produce something more than a tetris clone...
LOL. My apologies to you sio2! I was going to add to my original post that you were probably the only one who had... but I got distracted...I've done plenty to push Irrlicht's limits.
To me, Irrlicht development for the LINUX platform was always a waste of time. No market share...I think we have already met a point where we cannot stick to "always all platforms".
Not really. As noted elsewhere, Ogre has a very clean OO-based internal structure. However, that doesn't make it any easier to get content into it...That's self-contradicting.
No argument there... great for the "starving programmer" in all of us. However, if one were looking to publish their game, the LINUX market is a poor one. Mac and MS are much more lucrative. YMMV...Moreover, since OpenGL is itself cross-platform, Linux and OSX are (despite those input problems etc) for free.
I noticed that this guy never again posted in this thread...and never backed up his claim of being a pro game dev. I knew I smelled a smokescreen...Valtras wrote:I've already made a commercial game (not on irrlicht, of course...) and I know what a gamer need, so don't instruct me, please...
You punk get your hands off Linux!!!SiriusCG wrote: To me, Irrlicht development for the LINUX platform was always a waste of time. No market share
It also decreases the number of improvements/patches that can be done by regular users. Thus making engine less competitive. Thus making less developers to start with itkornerr wrote: And making irrlicht platform-dependant code will not increase number of irrlicht users, it will only decrease it. (Why don't you say it to OGRE users, I
It doesn't if you're not windows guy only.It also decreases the number of improvements/patches that can be done by regular users. Thus making engine less competitive. Thus making less developers to start with it
You just confirm my point. Compare number of crossplatform tools with OS-dependant ones (for example MS tools). Take into account that all of them have their users (and some of them have a lot of users). and then compare numbers. Sticking with cross-platform requirement just diminish user (developer) base.But then i say: just write it with Cross-platform tools and that's all. If you wanna say they suck, then again, have a look at Epic Games.