first impression

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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zander76

first impression

Post by zander76 »

Hello Everybody..

I just spend an hour or so playing with irrlicht (the sdk) and I figured I would come post my thoughts.. That sounded like I was going to say something bad didn't it. :)

Ok, well I have to say, its a very nice interface (something close to what I am doing in my own engine) and I must say its nice and fast. Also the docs are top notch as well.

I have a fairly good idea about game and engine development but I have never had such an experiance as I am having with irrlicht. After about 1 to 2 hours of playing with the tutorials I have decided that I am confortable with Irrlicht and I am going to start developing my client with it.

The only bad thing I have is that constant feeling of I am missing something, it really can't be that easy. Am I going to be in for a surprise? There is nothing like the famous last words of "I am feeling confortable with it" you know you are going to regret a statement like that. If I don't then I really have to say wow.

Ben
DarkWhoppy
Posts: 386
Joined: Thu Sep 25, 2003 12:43 pm
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Post by DarkWhoppy »

Yep its really that easy :lol: . Welcome to the Community :D
Programmer of the Irrlicht Scene Editor:
Homepage - Forum Thread
Version 2 on its way!!
deps
Posts: 115
Joined: Sat Jan 10, 2004 5:22 pm
Location: Tranås, Sweden

Post by deps »

Day 1 for me too. Hello everyone! :D
Irrlicht looks great. It was really quick to get up and running.
Got a lot of compiler warnings if i compiled my test app with the flag -Wall in mingw. But it did compile and it did run. :)
DarkWhoppy
Posts: 386
Joined: Thu Sep 25, 2003 12:43 pm
Contact:

Post by DarkWhoppy »

Awsome, and welcome deps 8)
Programmer of the Irrlicht Scene Editor:
Homepage - Forum Thread
Version 2 on its way!!
powerpop
Posts: 171
Joined: Thu Jan 08, 2004 1:39 am
Location: san francisco

Post by powerpop »

zander (same that is over in the ogre forums?) - i just started with irrlicht too and am having a great experience - i love the api and simplicity when doing things - i had started with ogre which i feel still has a significant lead in graphical quallity but now with the jump to 32bit and if niko and others can add better material support and cg scripting i think irrlicht can catch up - i also like how much easier the terrain node is to use - and shadows - so far so good - my only major stumbling block has been the one texture / one model limitation

welcome from one newbie to another
zander76

Post by zander76 »

The one and the same. I have been involved in Ogre but not very much anymore. I did a lot of work with ogre in linux and writing some docs for them. After I developed a game using ogre I started my own engine but I haven't gotten far enough along yet and I have a deliverable so it was back to looking at ogre again until I found irrlicht and I am really happy with it.

I currently don't have a need for multi-textures or shaders so I am not overly conserned with that. After I get a little further with my own game then perhaps I will take a look at the core and see if I can write a patch for multi-textures. I know niko does not except patches but you can patch your own version. :)

I remember running into you over there now that I think about it. I knew I had see your name before but didn't know were. Thanks for the welcome everybody and welcome back to you powerpop.

Later, Ben
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

actually, if you can show him some good code + premise, I have seen that Niko is apt to include users' improvements into his own source when he has the time.
a screen cap is worth 0x100000 DWORDS
powerpop
Posts: 171
Joined: Thu Jan 08, 2004 1:39 am
Location: san francisco

Post by powerpop »

i hit a deadend in ogre too - sinbad is awesome and the graphical quality of that engine is tops - but the api is unwieldy (to me) and once i started wanting to use terrain, player characters and more game oriented things the curve went straight up

(thats a kudo to you niko!)
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