However, I'm making IrrSpintz so that eventually I can make my own game. There are features I want, that Irrlicht doesn't have, and unfortunately, to implement those features, some aspects of the API need to change, some more than others.
I do plan on implementing everything I had in the original Irrlicht-0.12, plus more, I'm trying to do it piece by piece, and do what I can to keep the interface the same. I also want to have fun with it and learn how to implement new technologies, like right now, instead of adding more of the old stuff I had, I'm implementing 3D Volume Textures, and the automatic creation of them from a standard IImage, which should make for some very cool effects( which BTW I already have VolumeTextures being loaded in DirectX9
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
I'm not working on IrrSpintz to try and make another spin-off of Irrlicht. I like Irrlicht, a lot, and think it has great potential. The API is very easy to understand and it can be extended very easily.
I guess what I'm getting at, is I'm doing IrrSpintz for my own purposes, while trying to make those changes available to the community and ultimately to Niko, so that he may integrate them into the Irrlicht base. I'm flexible, and try to make changes that everyone here likes ( which is why I stuck it out, learned OpenGL, and fixed the renderstates, even though I planned only to use DirectX ).
Also, I'm making TONS of changes, and rather rapidly, so it's hard to keep track, especially with restarting from scratch from Irrlicht-0.14. My memory is fading as I'm getting older and I suck at documenting the changes I make, so if I'm forgetting things, don't be shy, remind me, I don't get offended. So......what'd I forget!!!
![Very Happy :D](./images/smilies/icon_biggrin.gif)