LOOOL!!Too bad there isn't a big variety of good OS engines though!
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yes, there is gnu/linux .. and the rest
I'm a noob, well at least compared to alot of people, and I've had all my questions answered so far. I've seen no hostility towards anyone. I don't find the Ogre community unfriendly at all.GFXstyLER wrote:i dont know the community for myself but i heard from a lot of places that the ogre community is _very_ noob-unfriendly and not really helpful in general...
ok, i dont like noobs that ask the same question over and over, but if they ask something thats not so easy to solve as all other noob-questions, i try to help them, because thats what i would want from others too. if you dont get any help you can get nowhere, so i think it would be useless to try ogre without the possibility to get help from the community.
but i could still ask kotormaniac hehe i know you use ogre for a time already
Demos are an indication of nothing, if anything only and indication of the talent of the person making the demo.Anonymous wrote:GFXstyLER wrote: It's true it can be a little more difficult to get started in Ogre with setting up the directory structure and dependencies for your projects, specially if you choose to compile the engine rather than download a binary. Also Ogre's modular design makes things a little more complicated compared with Irrlicht but you can ignore alot of it or minimize it to such an extent that it becomes nearly as compact and simple as Irrlicht with a little effort and experimentation. You definitely don't have to be an expert in object oriented C++ to use Ogre, just the basics will get your through for the most part.
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bas,
That's another thing. The Ogre demos and the user projects featured on the homepage are really impressive. I think that's a pretty good indication of the quality of an engine.
That is what I say this is a typical reaction from the Ogre community, if something is not clear you are accused immediately of newbie and incompetent.AssiDragon wrote:Cassini, it's Ogre (Object oriented Graphics Rendering Engine) not Ogree. And sorry to say this, but if you have problems compiling Ogre then you are probably not on the level to explore the full features of the engine
Um it seems you had the same problems you accused Me., however for some reason you decided I was the stupid one because I was not willing to cope with the non-sense. I rest my case.AssiDragon wrote: I have actually set up Ogre under VC6 with STLPort, and while it was a huge pain in the butt, it was manageable
I had worked with OGL, DX separately without any problems.AssiDragon wrote: Also, claiming that "Ogre is not better at all" is a bit blown over. Come back to the ground; give talent where it is due. Irrlicht is a lot simplier to use in almost every aspect, that's undeniable; however, Ogre has a more complete set of features.
cassini wrote: That is what I say this is a typical reaction from the Ogre community, if something is not clear you are accused immediately of newbie and incompetent.
If you managed to set it up in the end, what was all the fuss about? You need to set it up once you know - if you manage once, you don't need to do it twice. Or even if you have to do (say, a reinstall), it takes seconds only for second time.cassini wrote:
Um it seems you had the same problems you accused Me., however for some reason you decided I was the stupid one because I was not willing to cope with the non-sense. I rest my case.
So as I take STLPort and MSVC6 means I became the servant of STLPort? Whoa. That's something new. Just of curiousity, you never really used STLPort did you?cassini wrote: The different between you and I is that I want a tool to serve my need, not a me becaming a servant of the tool.
I could really say the same about Irrlicht either, or almost any of the renderer engines. Unless you found and use an engine that is completely revolutionary and totally unlike all the others, you will be looking at an engine that uses well-known optimalizations and algorythms/approaches.cassini wrote: I had worked with OGL, DX separately without any problems.
The reason I look for an engine is that it allows me to use the functionality of both APIs from a common code base.
There is not a single feature in ogre that is unique; everything had been imported from some other open source project.
LOL. Thousands of types and classes. Loading a mesh is like what, two lines of code? Creating a particle system is like two lines too? If you just need the functionality already supported by Ogre, you don't have to navigate your way through the source. You only have to if you are changing something.cassini wrote: All those things can be done easily with any other engine in an easy way without having to navigate your way into several thousands of types and classes.
Hah... So more features supported by the engine is a possible liability? Quickly tell Niko to stop adding more features into Irrlicht, it's a possible liability afterall!cassini wrote:So maybe this larger feature list is only as good as the person using it is? It may be more a liability than it is an asset.