rooly wrote:however it does get mighty tiring to have some ogre-god-all-mighty come in here every month or so, find a thread asking "hey, what do you guys think about irrlicht versus ogre" and start posting how much ogre is better.
Completely right. I don't like it either. agi_shi seems to be out on a mission here. But after things are said, I feel the urge to correct them to my knowledge and learn, if others made different experiences.
rooly wrote:
once again, irrlicht's strengths, in my opinion far outweight ogre's for the single reason that, if that previous code was any example, or any of the official examples for that matter, i can do 90% of any ogre code in one or two lines with irrlicht.
No it isn't, no you can't.
![Wink ;)](./images/smilies/icon_wink.gif)
The implication doesn't work, because the premise is wrong. The code posted is overly complex for what it does. Everyday jobs are almost equally easy with Irrlicht having the lead here, if only by little.
rooly wrote:
our friend keeps going over the idea that irrlicht is only so deep. you can only use those two lines, and after that, your out of options. We all, on these forums, know for a fact that thats a complete lie. I agree, loading a level mesh, then placing an FPScam is not much of a game, but damn it takes alot less code than it does in ogre.
Agreed partly. Yes Irrlicht is deeper than that, but Irrlicht is nevertheless lacking in many areas when comparing to the flexibility of Ogre. (Materials, Vertex format, Shadows, to name just three areas.) If the FPS camera scene node is enough for you, then use it sure, but it isn't enough if you want to make it feel good, because it doesn't.
rooly wrote:
I'm pretty sure everyone here has taken a look at both engines. I know i did. I've been here for two years now, hell i even tried crystal space. Irrlicht is just as extensible, if not more, than any of the other major OSS 3d engines out there for the simple fact that, "hey...i wanna change this, how much work will it take?" well, honestly you can change irrlicht anyway you want, and hell, redistribute it however you want. but the answer, quite frankly is alot of work. but your file will still be smaller than any other engine. let me ask this, how large is the core ogre redistributable? i know the answer for irr: 1.5MB for msvc, 2-3MB for gcc.
Redistribution size is out of question. Irrlicht is much smaller, but not by the factor stated in the first post. This is imho a common Irrlicht forum specific urban legend. Ogre is smaller than it is often believed and it doesn't, contrary to the rumor, need any external configuration files. At least form Windows applications, whether you distribute 1.5MB + assets or 6MB + assests is next to irrelevant. Since the assests will be the fatter part anyway. And in cases where memory is more valuable, Irrlicht is at an advantage, yes.
As for the extensibility, imho you are wrong. Sure, you can rip Irrlicht open and change its source. But isn't it better to just use the stubs provided by the engine without changing it internally? Here is where the (imho) more flexible internal design of Ogre kicks in. In order to add a new feature you often don't have to change the engine, you just *use* it. Ogre has stubs for adding extensions in almost every part of it, every rendering aspect can be customised.
Also most proposed extensions for Irrlicht just implement things that are already implemented in Ogre or can be done by using it.
rooly wrote:
another point, i've noticed that ogre loves its little singletons. have any of you ever thought about the reprocussions of a singleton? you get one and only one object to work with, and thats it. maybe you think you'll be able to do alot, but it can be very limiting, see if you can figure that out on your own. also, the use of new and delete in a library is simply ugly. irrlicht seems to be much more mature in this idea, because it keeps the user from having to excessively handle dynamic pointers. in a small to medium sized project you may never see "new" at all, which in my opinion is quite nice.
This doesn't make sense to me. The very reason to use singleton is to make sure that there is only one instance. This is done for classes, which the engine relies on, that there is only one of. It is a design tool. I'm not a fan of Singleton for other reasons, but this use is true to what it is for.
As for new/delete: First, you don't use new/delete in Ogre either much. I am a bit surprised you mention it here, as I am not aware of many cases where you do this. Second, what do you think Irrlicht does internally when you call ISceneManager::addXySceneNode? Irrlicht as well uses the new operator internally to create an instance of it. The difference between both in terms of memory allocation strategy is negligible. This will change this summer though, when Ogre gets a more sophisticated manager for this (still defaulting to new/delete)
rooly wrote:
i apologize. i'm beginning to rant a little. can i simply ask that we stop having these discussions? the answer you would get from an ogre forum concerning irrlicht is "its too young" "its not complete" "ogre is more powerful" (i know this for a fact so don't dispute it.) the answer you get from an irr forum concering ogre is usually "irr is easier, but ogre is probably more powerful" "i use irr cause its easy and the community is great". guess what that means: I WANT EASY 3D! the learning curve for blender is steep enough, throw in ogre and you have a year just to get the basics. no one here disputes that ogre is more powerful in the long run on powerful hardware. can ogre run on an old nvidia tnt2 tho? i don't think it can.
well, i fell victim as well. i ask one final thing before i begin ignoring this damn thread. can we PLEASE DELETE THIS THREAD.
Please do not delete this thread (or any other for this matter). Simply because deleting threads just looks as if someone has something to hide. Irrlicht doesn't. Yep, it is annoying, that all the time someone has to start an argument about it, but the sensible thing is to lead the whole discussion into rational grounds till it dies. When something is posted everyone can agree to, then it is a help for people looking into the available engines deciding what they need.
![Smile :)](./images/smilies/icon_smile.gif)