A while ago I stumbled across a forum post stating artists should side with Ogre3d and programers irrlicht.
A little perspective, I came across this:
http://www.reddit.com/r/gamedev/comment ... me_engine/
It really does give some perspective as to what irrlicht should focus on for the next version...
Irrlicht and Artist usability
Why would an artist need an engine at all? Think they should stick with 3d/2d applications to create their stuff. Devs then should implement it into the application they create. Artist ain't devs so they don't need dev tools but 3d tools.
True, artists need to see it in action but there comes in the developer. Ever looked at the scroll at the and of a 3d movie like Avatar? There are a lot of teams. Among them one for modeling (and texturing) and one for coding. Both big, big, big teams ). For the indies they should stick with one engine anyhow to get to the endresult. No point in using one for testing modeling and another one for the actual application.
An artist should, however, be able to request features. Same goes for a developer. Or both should go for indie, wich comes down to one engine for both parts .
All this together, I think it would be best for, especially for, developers to use more engines, look at entirly different kind of code (not even graphics application) and even to other languages. The last gives the most insight in how to learn/expand to develope.
True, artists need to see it in action but there comes in the developer. Ever looked at the scroll at the and of a 3d movie like Avatar? There are a lot of teams. Among them one for modeling (and texturing) and one for coding. Both big, big, big teams ). For the indies they should stick with one engine anyhow to get to the endresult. No point in using one for testing modeling and another one for the actual application.
An artist should, however, be able to request features. Same goes for a developer. Or both should go for indie, wich comes down to one engine for both parts .
All this together, I think it would be best for, especially for, developers to use more engines, look at entirly different kind of code (not even graphics application) and even to other languages. The last gives the most insight in how to learn/expand to develope.
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When you look at complete content creation and processing pipelines you should see irrlicht as just a small part of the whole construction, it can load different file formats, it can render stuff based on those formats, but that's where it ends and that's ok since anything beyond that is not a rendering engine's job (a lot of people seem to forget that irrlicht is NOT a game engine)
It's up to the framework in which irrlicht is incorporated (if such a framework exists, that is) together with the tools built for that framework to make sure the programmer's and the artists job are separated, but this requires a lot of work especially when you're alone on the job, so this stage can get neglected leading to artists needing some programming knowledge to get their art integrated in the game, or artists being completely dependant on programmers
It's up to the framework in which irrlicht is incorporated (if such a framework exists, that is) together with the tools built for that framework to make sure the programmer's and the artists job are separated, but this requires a lot of work especially when you're alone on the job, so this stage can get neglected leading to artists needing some programming knowledge to get their art integrated in the game, or artists being completely dependant on programmers