Here we go again - I've got to waste time justifying stuff that I do and if I don't then I'm accused of not being able to. But I'm not going to get into "pong-pong mode" of me saying why you are wrong and then you saying why I am wrong, ad infinitum, so I'll just say nothing...Saturn wrote:sio2, I am not convinced, that your list of custom SceneNode types illustrates the ease of extension of Irrlicht. Actually most of what you list here, shouldn't be implemented as a ISceneNode ideally. Doing it on ISceneNode base is a crutch actually.
Horde 3D & Irrlicht
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
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No, not all of those things should be implemented as custom scene nodes, at least not when changing the Irrlicht.dll is an option. Using a custom scene node is the simplest way to add new features to Irrlicht using the original dll. But integrating those features smoothly into the library will often use different approaches. However, sometimes quite generic features can be implemented using scene nodes.