Hi Irrlicht community,
I'm planning to use irrlicht engine but I need more information about it :
- Is there an easy way to change / choose screen resolution in irrlicht at the beginning or during execution ?
- Are irrlicht performances good ? I have seen several topic saying that irrlicht render is slow ?
- Is irrlicht engine stable without too much bugs ? I have seen some graphical bugs on irrlicht demos... ( quake3 shaders in map )
I've made my own 3d engine with directx 8.1 but now it is out of date because it can't manage shader ,shadow etc.. But it works on all 3d graphic cards without bugs.
So I need to know if I'm going to irrlicht or none.
Thanks for your help.
irrlicht performances...
It's easy to setup the screen resolution before you start irrlicht, during execution ain't so easy though in most cases, but there are ways round it.
The performance is good, depends what you're doing and if you're doing it in a sensible way. There have probably been lots of performance advances since the articles you saw where written. Just recently we've got some occlusion culling code in the projects forum which can really boost performance a lot.
Irrlicht is generally stable, as far as i know.... What sort of bugs have you seen, the quake 3 map support has been improved a lot lately so the stuff you've seen might have been sorted, if not then that's just one file format, you don't need to use quake 3 maps or if you know of bugs you can post them and they'll be put on the list of things to do i'm sure!
The performance is good, depends what you're doing and if you're doing it in a sensible way. There have probably been lots of performance advances since the articles you saw where written. Just recently we've got some occlusion culling code in the projects forum which can really boost performance a lot.
Irrlicht is generally stable, as far as i know.... What sort of bugs have you seen, the quake 3 map support has been improved a lot lately so the stuff you've seen might have been sorted, if not then that's just one file format, you don't need to use quake 3 maps or if you know of bugs you can post them and they'll be put on the list of things to do i'm sure!
I make games so I need :
-to change resolution during execution easily as I do in my engine.
-an 3d engine that runs fast on old graphic cards.
-a stable engine that runs fine on various kind of graphic card without problem.
- I use q3 map for my game level and I've seen that irrlicht doesn't read all datas of the level so I must make my own level loader/render.
If Irrlicht has all these requirement, yes it will be my future engine.
thanks.
-to change resolution during execution easily as I do in my engine.
-an 3d engine that runs fast on old graphic cards.
-a stable engine that runs fine on various kind of graphic card without problem.
- I use q3 map for my game level and I've seen that irrlicht doesn't read all datas of the level so I must make my own level loader/render.
If Irrlicht has all these requirement, yes it will be my future engine.
thanks.
Well if you've got a Q3 map loader which does the job better than Irrlicht's then you can always patch Irrlicht to give it the required functionality and then that can be included in future versions of the engine.
You should probably be ok on any graphics card i think (depending on its power and the complexity of your game of course), i think the only place problems really creep in is when using shaders, and that's probably all down to how you write them or how you support them, i.e. having fallback shaders or detecting the gfx card and using shaders that work on that gfx card.
Irrlicht can run fast on any gfx card, old/new, it just depends what you're doing. Obviously on older gfx cards you can't push as many polys, you can't have such high quality textures but this is nothing to do with Irrlicht as it's a limitation of the card and you just need to be able to have scalable parameters for your game so that players with crummy gfx cards can drop down the game quality so it runs, just like commercial PC games do, it's the joy of PC programming
Oh and yes you can change the screen resolution at runtime, you probably have to recreate the device but it can be done nicely, as seen in Puppy!
You should probably be ok on any graphics card i think (depending on its power and the complexity of your game of course), i think the only place problems really creep in is when using shaders, and that's probably all down to how you write them or how you support them, i.e. having fallback shaders or detecting the gfx card and using shaders that work on that gfx card.
Irrlicht can run fast on any gfx card, old/new, it just depends what you're doing. Obviously on older gfx cards you can't push as many polys, you can't have such high quality textures but this is nothing to do with Irrlicht as it's a limitation of the card and you just need to be able to have scalable parameters for your game so that players with crummy gfx cards can drop down the game quality so it runs, just like commercial PC games do, it's the joy of PC programming
Oh and yes you can change the screen resolution at runtime, you probably have to recreate the device but it can be done nicely, as seen in Puppy!
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Frank Dodd
- Posts: 208
- Joined: Sun Apr 02, 2006 9:20 pm
Personally I have found the Irrlicht engine to be very stable and simple to get into. I have a small demo with my Irrlicht project that displays a small set of Quake 2 models with stencil shadows, a Quake 3 BSP map and a terrain simultaneously, this runs between 50 and 60fps on my very old 64mb GeForce 2 Ultra.
My advice would be to just download it and try it out, its very easy to use and you could make a preliminary assessment of it in a day or two.
My advice would be to just download it and try it out, its very easy to use and you could make a preliminary assessment of it in a day or two.
