If you think singletons are sexy...Halan wrote:But omaremad i think for you Horde3D would be nicer
ogre and irrlicht thingy!!
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Is this why you didn't take the Ogre road?
I can't gripe nor praise right now, I'm supposed to help someone deliver a working game in 2009, though.
I can't gripe nor praise right now, I'm supposed to help someone deliver a working game in 2009, though.
Code: Select all
// Create the targeting sphere
Entity* targetEnt = mSceneMgr->createEntity("testray", "sphere.mesh");
MaterialPtr mat = MaterialManager::getSingleton().create("targeter",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Pass* pass = mat->getTechnique(0)->getPass(0);
TextureUnitState* tex = pass->createTextureUnitState();
tex->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT,
ColourValue::Red);
pass->setLightingEnabled(false);
pass->setSceneBlending(SBT_ADD);
pass->setDepthWriteEnabled(false);
That are three samples and the last one with displaying a model it says that it is hard to change a model position over time in irrlicht. i guess we should add The scenenode animator to the examples. or at least how to create a custome one just like with the scenenode.phyxx wrote:http://www.squidoo.com/3D-engine-tutorials is a useful collection of sample apps in Ogre and Irrlicht, and it allows you to see both engines side by side.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
That whole thing is messed up. He takes points from Irrlicht because at the time it didn't do what he wanted (which went beyond the simple "display and rotate a model").Sudi wrote:That are three samples and the last one with displaying a model it says that it is hard to change a model position over time in irrlicht. i guess we should add The scenenode animator to the examples. or at least how to create a custome one just like with the scenenode.phyxx wrote:http://www.squidoo.com/3D-engine-tutorials is a useful collection of sample apps in Ogre and Irrlicht, and it allows you to see both engines side by side.
I'm, of course, not taking sides here because if anyone knows me on IRC I have stated again and again that Ogre3D is the pro solution, but that Irrlicht is loads better as far as initialization, compillation, and inuitive use is concerned. Irrlicht is an all in one simplified solution. From my perspective, newbies should be more inclined to use Irrlicht while professionals would go with Ogre3D. That doesn't preclude Irrlicht from being pro/commercial and Ogre3D from being newbie friendly, of course.
Here i coded a animator example..tried my best at documenting ithybrid wrote:Well, the Irrlicht code is still not available, so how could we get any justification from this comparison? Right now it's just crap - although Irrlicht is voted the winner ATM
http://sudi.pastebin.com/f2cf8c528
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
It looks like I will not be able to help this person as he mentioned something about NDA and I don't know the legal implications of an NDA. I might get in trouble later, so I may probably have to ask someone who is more knowledgeable with NDA.I can't gripe nor praise right now, I'm supposed to help someone deliver a working game in 2009, though.
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