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.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.
What Irrlicht has over Ogre...
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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.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
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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.
When ISPs compete, you win.
When electronics retailers compete, you win.
When governments compete...you get drafted.
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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.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.
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 wrote:Don't create a class that inherits IEventReceiver. You need to learn more before saying something is better.Last time I checked, I couldn't say: Irrlicht, don't create anything input-related, I'll handle it myself...
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