What Irrlicht has over Ogre...

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
agi_shi
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Post by agi_shi »

JRowe47 wrote:The whole idea of which is better is missing the point entirely. The point is using the right tool for the job. Irrlicht is a two ton gorilla as far as open source 3D engines go... and Ogre is a 5 ton gorilla. It's harder to feed and requires more effort to make it sing and dance, but it has some more impressive features.

Irrlicht is still a simpler system, but has better performance than script-based systems, so it's a happy medium for developers.
Ogre is not script-based. Every script is parsed and turned into code (a material becomes an Ogre::Material, a pass an Ogre::Pass, etc.). Scripts are simply for convenience so you don't have to re-compile to modify a material or a compositor, etc.
rooly
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Post by rooly »

GOD, SHUTUP. HE WASN'T TALKING ABOUT OGRE!
When banks compete, you win.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
Saturn
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Post by Saturn »

Word.
agi_shi
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Post by agi_shi »

rooly wrote:GOD, SHUTUP. HE WASN'T TALKING ABOUT OGRE!
Um. Ok. What was he talking about? He mentioned Irrlicht isn't script based, and the thread is about "what Irrlicht has over Ogre", so I thought he was implying that Ogre is script-based.
rooly
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Post by rooly »

no, seriously, this is the last time i'm telling you. SHUT UP! i don't CARE what you think anymore, do you get that? we've heard your opinion multiple times now and your point has been made. Let this goddam topic die.
When banks compete, you win.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
agi_shi
Posts: 122
Joined: Mon Feb 26, 2007 12:46 am

Post by agi_shi »

rooly wrote:no, seriously, this is the last time i'm telling you. SHUT UP! i don't CARE what you think anymore, do you get that? we've heard your opinion multiple times now and your point has been made. Let this goddam topic die.
Lol dude, why are you taking this personal :lol:??
rooly
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Post by rooly »

personal? no. annoying as all poop, yes. so shut up, and let this thread die, deal done, got it? now, you don't have to worry about it from me because i am refusing to post in here anymore.
When banks compete, you win.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
agi_shi
Posts: 122
Joined: Mon Feb 26, 2007 12:46 am

Post by agi_shi »

rooly wrote:personal? no. annoying as all poop, yes. so shut up, and let this thread die, deal done, got it? now, you don't have to worry about it from me because i am refusing to post in here anymore.
Um. Ok. You go do that.
monkeycracks
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Post by monkeycracks »

Last time I checked, I couldn't say: Irrlicht, don't create anything input-related, I'll handle it myself...
Don't create a class that inherits IEventReceiver. You need to learn more before saying something is better.
fireside
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Post by fireside »

Um. Ok. What was he talking about? He mentioned Irrlicht isn't script based, and the thread is about "what Irrlicht has over Ogre", so I thought he was implying that Ogre is script-based.
No, he was saying that Irrlicht is between Ogre and script based systems. There are quite a few script based engines around which are even easier to use but a little slower. Irrlicht is a nice, happy medium that most people here are perfectly satisfied to use. If we want to use a bigger engine with more features, we'll be sure to use Ogre because it's really great at what it does. It's well written, it's just big and it makes you code more but gives you more control. A lot of us want something small and easy to use and would rather do a little work-around once in a while which Irrlicht seems to accommodate pretty well. I looked at both and feel that Irrlicht is better for the project I have planned. I like the world editor with light mapping. I like the model input. I like the gui. I like the small size. I like the default system for doing things because I can use it for my project with minor modifications that Irrlicht has functions for. They each take a little different tack. I think you're the one that said you tried Ogre first and were overwhelmed and then after using Irrlicht for a while you went back to it and didn't have as much trouble. Well, I think it's because Irrlicht is easier for people getting started with c++ and game programming.
agi_shi
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Post by agi_shi »

monkeycracks wrote:
Last time I checked, I couldn't say: Irrlicht, don't create anything input-related, I'll handle it myself...
Don't create a class that inherits IEventReceiver. You need to learn more before saying something is better.
I'm talking about the whole input portion of Irrlicht. All the code. Not just the event receiver. (Yes I know about the event receiver, my project went to about 25% with Irrlicht.)
monkeycracks
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Post by monkeycracks »

Like I said, you don't have to have input in any way. Just don't create the class.
agi_shi
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Post by agi_shi »

monkeycracks wrote:Like I said, you don't have to have input in any way. Just don't create the class.
Like I said, I'm talking about the code that is there. Even if I don't use it, it's there.
monkeycracks
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Post by monkeycracks »

The Irrlicht DLL is still <4mb at any time. I don't see why this is a problem in comparison to the Ogre DLL. Besides, I'm sure there SOMETHING in the Ogre lib that you don't use.
agi_shi
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Post by agi_shi »

Well, I do like one thing. How Irrlicht has inspired other libraries. IrrKlang, for example, is perfect (I'm using it in my project - good thing it doesn't require Irrlicht, lol).
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