actually powerpop, i was just trying to encourage you to contribute to irrlicht's devel if you were so inclined. i used myself as an example of how we can make this work. also i was making a comparison of my best efforts to create an engine like irrlicht with niko's relative success at doing so.
the other thing you need to remember about any software(especially libraries or engines like this) is this; the best software is what i'd call "elegant". something is not elegant because there is nothing to ADD, it is elegant because there is nothing that needs to be taken AWAY. irrlicht provides a simple, elegant, and effective interface to all the features it does provide, without having any of the needless complexity many other engines involve.
adding features is only a matter of time, but the part of the DESIGN of an engine that is most important IS the API. and at this Irrlicht (for me anyways) far and away outpaces every other engine i have had experience with. therefore from my perspective i can conclude that irrlicht is most certainly NOT design broken, it simply has a few desireable features missing
(many of which ARE being developed as we speak)
here is a short list of engines i have used(rather a large number i think):
neoengine
ogre
crystal space
quake3
quake2
genesis3d
my own(OGL/GLUT based, developed during a 3d gfx course in college)
so i am basing this on something, all anyone can base anything on, experience
~Ted
Is IRRlicht design broken?
i for one wasn't mad...just stating my opinion
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
first, and apology to DarkWhoppy - the sugar comment was out of line - just me getting riled by your words - but unhelpful and uncalled for - so please accept my apology
and i agree that the api for IRR is elegant - and i have been devoted to elegant easy to use interface for a very long time (you can see my work over at http://www.flatland.com - i am currently working on a new version of that based on either irr or ogre or neo)
but i wanted to look behind the api because it does matter what the foundation of the engine is and whether it can grow over time - features can be added but if, for instance, the math behind the core of IRR was based on Doom techniques then it would be unwise to base a project on it - there are plenty of engines out there based on old techniques - i believe what the opensource effort needs are works that rival the best of the commercial engines - i realize we are barely edging up to that level but efforts like IRR and ogre are getting closer - i am excited and started opengame.org to promote the development of these modules/frameworks - i am currently talking with board makers and other companies that i have connections at to provide sponsorship - through this i hope to sponsor contests and to gather together the main developers of opensource modules at a conference (most likely GDC next year, not this years - although if anyone is going to this years lets meet up!)
age ... lets just say i am about 2.2 nikos - i've founded two companies, worked on games for sega, been at apple, taught character design at university ... been around the block once or twice
and i agree that the api for IRR is elegant - and i have been devoted to elegant easy to use interface for a very long time (you can see my work over at http://www.flatland.com - i am currently working on a new version of that based on either irr or ogre or neo)
but i wanted to look behind the api because it does matter what the foundation of the engine is and whether it can grow over time - features can be added but if, for instance, the math behind the core of IRR was based on Doom techniques then it would be unwise to base a project on it - there are plenty of engines out there based on old techniques - i believe what the opensource effort needs are works that rival the best of the commercial engines - i realize we are barely edging up to that level but efforts like IRR and ogre are getting closer - i am excited and started opengame.org to promote the development of these modules/frameworks - i am currently talking with board makers and other companies that i have connections at to provide sponsorship - through this i hope to sponsor contests and to gather together the main developers of opensource modules at a conference (most likely GDC next year, not this years - although if anyone is going to this years lets meet up!)
age ... lets just say i am about 2.2 nikos - i've founded two companies, worked on games for sega, been at apple, taught character design at university ... been around the block once or twice
That's nice. If you like I'll link this page. But unil now, there are only competition engines linked from opengame.org, hope Irrlicht is getting on the list too?powerpop wrote: i am excited and started opengame.org to promote the development of these modules/frameworks - i am currently talking with board makers and other companies that i have connections at to provide sponsorship -
powerpop wrote:talking about math - my calcs were wrong - thats 1.9 nikos
i added IRR to the links list - i hope to provide more comprehensive reviews in the not-to-distant-future
i want to keep the links to top quality opensource engines and modules - there are hundreds of partial 3d engines out there that are not up to snuff - i am not looking to make a comprehensive list but rather want to promote those that have a bead on being commercial grade
i want to keep the links to top quality opensource engines and modules - there are hundreds of partial 3d engines out there that are not up to snuff - i am not looking to make a comprehensive list but rather want to promote those that have a bead on being commercial grade