Are these enough engines?

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zyclop
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Are these enough engines?

Post by zyclop »

Hi,
I'm planing to make a small game client/server (like the most others here). I have a small team, (2 designer + 3 programer) and got a few engines.
Now my question are these enough to create a game?

Ogre3D - Graphic engine
OpenGUI - GUI engine
Newton - Physics engine
RAKnet - Networklibary

and of corse a selfwritten Gameengine. I don't need that much functions from Irrlicht and graphic seems to be much better with Ogre3d.

The gamestyle will be a first/third person "rpg-shooter" like RUNE (maybe somebody knows what I mean)

Greez zyclop
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Post by bitplane »

<style="Rogerborg">
Write up your list of requirements for your game, then you'll know exactly what engines you do and don't need.
</style>

Aside from that, nothing to do with Irrlicht so I'm moving this to the game programming forum.
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zyclop
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Post by zyclop »

Sorry for writing in the wrong board ^^
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Post by rogerborg »

Ogre3D uses CEGUI, but I expect it's flexible enough to drop in a different GUI manager.

Ogre3D does have better demos, but that doesn't necessarily mean that it's capable of more than Irrlicht, or that it'll be easier to use.
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Post by bitplane »

Also, you should probably add pathfinding if you have NPCs, and dead reckoning if it's going to be live action. You'll also need some kind of scripting unless you plan on hard-coding everything.
Then there's all the things you can't just download from the Internet, like years of experience in about 10 different specialist fields.
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Post by Acki »

how about sound, like openAL ??? ;)
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Post by twilight17 »

Ogre3D is just a "graphics rendering engine" (as they say (& stress!)... they will yell (basically) at you if you say "I wanna use Ogre game engine!@11one!!11!")

That means you have to provide

GUI (QuickGUI, RBG Gui, Betagui, MyGUI, Cegui)
Physics (if needed) -- they have a forum showing the wrappers they have for this
Sound (OpenAL, Fmod, OgreAL, irrKlang)
Networking (if needed) (Raknet, ummm Idk!)

EDIT: and why dont you ask on the Ogre forums sinze you're using Ogre...
(http://www.ogre3d.org/).....................................................
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zyclop
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Post by zyclop »

twilight17 wrote:Ogre3D is just a "graphics rendering engine" (as they say (& stress!)... they will yell (basically) at you if you say "I wanna use Ogre game engine!@11one!!11!")

That means you have to provide

GUI (QuickGUI, RBG Gui, Betagui, MyGUI, Cegui)
Physics (if needed) -- they have a forum showing the wrappers they have for this
Sound (OpenAL, Fmod, OgreAL, irrKlang)
Networking (if needed) (Raknet, ummm Idk!)

EDIT: and why dont you ask on the Ogre forums sinze you're using Ogre...
(http://www.ogre3d.org/).....................................................
Ok, I have forgotten the soundlibary ^^

And I have not said, that Ogre is a game engine! I said, I need Ogre as graphic engine... The game engine should I write for my own, or let it write by my programers ^^
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Post by MasterGod »

Why not using Irrlicht as your graphic engine?
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Post by cassini »

Graphics is only as good as the art that you put into it.
There is nothing you can do in Ogre that can not be done with Irrlicht or with any other engine for that matter.
So it all comes down to what engine is easier to use and you fill more confortable using.
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Post by agi_shi »

rogerborg wrote:Ogre3D uses CEGUI, but I expect it's flexible enough to drop in a different GUI manager.
What? Ogre has no GUI. The demoes use CEGUI. There's a crap-load of GUIs for Ogre (CEGUI, OpenGUI, RBGUI, MyGUI, BetaGUI, QuickGUI - my personal favorite that I use, NAVI, and so on).

Also, don't start an Ogre vs Irrlicht war here (again). The statements "there's nothing that Ogre can do that Irrlicht can't" and "it's all up to the art" are very not true, and you all know it. Ogre uses full-on hardware index and vertex buffers, dynamically scriptable material/particle/post-processor/font systems (and native support for HLSL/GLSL/CG 2.0), for example (loads of other examples I can post). Tell me, can I add a full-on, complex, multi-pass shader onto one of my game objects in Irrlicht without adding a single line of hard code?

The OP has chosen Ogre, so be it. Period. Answer his original questions.
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Post by rogerborg »

Fair points, but he'll likely get better answers if he asks in a forum for one of the components that he's chosen to use.
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Post by Halifax »

agi_shi wrote:
rogerborg wrote:Ogre3D uses CEGUI, but I expect it's flexible enough to drop in a different GUI manager.
What? Ogre has no GUI. The demoes use CEGUI. There's a crap-load of GUIs for Ogre (CEGUI, OpenGUI, RBGUI, MyGUI, BetaGUI, QuickGUI - my personal favorite that I use, NAVI, and so on).

Also, don't start an Ogre vs Irrlicht war here (again). The statements "there's nothing that Ogre can do that Irrlicht can't" and "it's all up to the art" are very not true, and you all know it. Ogre uses full-on hardware index and vertex buffers, dynamically scriptable material/particle/post-processor/font systems (and native support for HLSL/GLSL/CG 2.0), for example (loads of other examples I can post). Tell me, can I add a full-on, complex, multi-pass shader onto one of my game objects in Irrlicht without adding a single line of hard code?

The OP has chosen Ogre, so be it. Period. Answer his original questions.
Well I would like to just say that an Irrlicht vs Ogre war didn't seem to even be on the verge of ensuing. You were responding to the post of one person that just entered the community.

In theory it is all up to the art. Irrlicht holds a vast array of improvements on the graphical side, not the mention the game side. It has support for normal mapping, parallax mapping, shadow voluming etc. Additional improvements have been made to support 4 light tangent normal mapping, cubemapping, shadow mapping, clouds, grass, tiled terrain, etc.

The only plus to Ogre, in my opinion, is the fact of hardware buffers really. As for the scripts, it is nothing that you couldn't parse with a hand-written parser...or write up your own script type. But clearly there is more to it.

As for shaders Irrlicht supports HLSL, and GLSL out of the box, and an irrCg add-on is roaming around this forum.

So in the end it is up to the art, programming skills, needs, wants, timeline, and whatever else all you can think of. It isn't a matter of what engine is better, because as the saying goes "there is no tool that can fix all problems".
Last edited by Halifax on Fri Feb 29, 2008 10:41 pm, edited 1 time in total.
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MasterGod
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Post by MasterGod »

And one thing Halifax forgot to mention is the Irrlicht's API is so MUCH MORE simper then Ogre3D's.
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Post by Halifax »

MasterGod wrote:And one thing Halifax forgot to mention is the Irrlicht's API is so MUCH MORE simper then Ogre3D's.
Hmm, there was a reason I left that out. :lol: That is also up to the user, but from what I have used, and glanced over, it doesn't look much different. Except for in some areas. But for the most part I would say that it is just as easy as Irrlicht is. The only thing is that it opts for a different C++ approach compared to the Irrlicht approach.

One thing is, I don't like the idea of a singleton and Ogre uses that extensively, but eh to each their own thing.
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