Why doesn't Irrlicht use STL?

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Dorth
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Post by Dorth »

Yes, this is exposing the STL to the script language. I fail to see the point, sorry.
Halifax
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Post by Halifax »

Dorth wrote:UE3, yes, the other, I'm not sure. But Irrlicht does NOT have that level of development or money anyway...
Are we not simply gathering statistics? So why would it matter whether or not Irrlicht has the level of development or money?
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Dorth
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Post by Dorth »

Because you are a lot more convincing if you are telling me you are replacing a 1000 developer years of coding with an equivalent package than with a 500 hours one. Seriously. Don't even go there. It's ridiculous. Irrlicht is AMAZING for it's level. But it's still only entry level, not triple A and won,t be any time soon, which is normal, else the current devs would be proposed millions of dollars for their know how. So don't compare oranges with apples. But even if we do, for all, we have this:

TGEA: Use STL and new
Ogre3D: Use STL and new

so, come on, bring others if you really want to make a comparison.
Halifax
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Post by Halifax »

Okay I really don't get the point of what you are discussing.

The key question, which is and only is "Does the engine use STL?" does not have a factor, that is either implicitly implied or explicitly stated, that deals with how many developers or years the engine has put into it...

We are simply analyzing whether an 3d engine is using STL or not, I don't know how much more I can stress that, because obviously it can't be done enough.

But I digress, so continue on.
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CuteAlien
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Post by CuteAlien »

Dorth wrote:Yes, this is exposing the STL to the script language. I fail to see the point, sorry.
The point was that the website described that STL is not used in the Torque Game Engine. And as you didn't let me off the hook I even just installed it here once more to check it out again. And a search for "std::" did not give any results.

And again: TGEA is not TGE. Those are two different engines and I think TGEA is not really comparable to Irrlicht as unlike TGE it's targeting other platforms (no more Linux or Mac unfortunately - at least not to their official documentation).

But the whole point is rather moot. There are engines using it and others not using it. And the situation for starting a new engine (like TGEA) is not really comparable to continuing an existing project.
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Dorth
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Post by Dorth »

Yes there IS
If you need to replace something, the replacement should at least meet your requirements AND reach them better than what you are replacing.

And no matter, whether we take it into account or not, the claim CuteAlien made STILL does not stand with NOT a SINGLE example, and 2 opposing examples. That's 100% on the other side up to now. Not convincing..


-Edit after reading CuteAlien's new post-

Ok, that'd make it 2 to 1, still not the majority, and I don't get your "starting engine", sorry.
Halifax
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Post by Halifax »

Alright come on Dorth, can you please give up the self-respecting trolling act now? It's getting a little old.

The thing is, everybody gets your point, everybody gets CuteAlien's point, etc. So why not just let it die? Do you need to continue to beat a dead cow?
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hybrid
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Post by hybrid »

Well Crystal Space has its own container classes, don't know if they use STL in the background. So it's 2:2 now.
And Irrlicht does use new. The statement of Stroustrup was about hard real-time, not about real-time rendering.
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Post by CuteAlien »

Starting the wrong word? Creating a new API. We are not argumenting here about what should be used for an engine without past.

Actually I made already 3 other examples for engines which are not using it (and which are all similar enough that they were at least of interest to me), so no idea how you get to 2:1.
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Post by CuteAlien »

Halifax wrote:The thing is, everybody gets your point, everybody gets CuteAlien's point, etc. So why not just let it die? Do you need to continue to beat a dead cow?
k, sorry, heat of the moment...
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Halifax
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Post by Halifax »

CuteAlien wrote:
Halifax wrote:The thing is, everybody gets your point, everybody gets CuteAlien's point, etc. So why not just let it die? Do you need to continue to beat a dead cow?
k, sorry, heat of the moment...
I wasn't really talking to you. :lol:
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MasterGod
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Post by MasterGod »

Halifax wrote:The key question, which is and only is "Does the engine use STL?"
I believe I named the topic "Why doesn't Irrlicht use STL?" :lol:
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Post by CuteAlien »

Halifax wrote:
CuteAlien wrote:
Halifax wrote:The thing is, everybody gets your point, everybody gets CuteAlien's point, etc. So why not just let it die? Do you need to continue to beat a dead cow?
k, sorry, heat of the moment...
I wasn't really talking to you. :lol:
Yeah, but I also got carried away - I better leave now and cool down until tomorrow, writing on adrenalin is never a good idea :-)
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Halifax
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Post by Halifax »

MasterGod wrote:
Halifax wrote:The key question, which is and only is "Does the engine use STL?"
I believe I named the topic "Why doesn't Irrlicht use STL?" :lol:
Haha, true true.

And what's up with Dorth, and this ninjaism. He is replying to threads, but isn't in the recent users list. :shock: I want to be a ninja.
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Dorth
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Post by Dorth »

Tell me Halifax, who's trolling? What did your last post brought? Was it related to the thread?

Also, CuteAlien, seems you missed a couple in TGE 1.5...

Code: Select all

using namespace std;
      std::vector <Point>     verts ;     //!< Contains all mesh vertexes
      std::vector <int>       vindex;     //!< Vertex index
      std::vector <Quaternion>   nodeScaleRotsArbitrary ;
All taken liberally from various files, of course, on the 455 returns with std, NOT forgetting the using namespace std;, this is just a small sample.

Sorry, I can't stand bull. So that's 3 to 0, still 100% right now. Still waiting for proof guys, for right now, your arguments are not worth a thing.
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