Why to choice IrrLicht?
Why to choice IrrLicht?
Hi to all,
i have a litlle philosophical question - why do you people choose to use directly IrrLicht, not other open source engine, what makes it better than others? This question also makes sense for publicity of IrLicht engine but me interest directly that what is the motivation of use this product? I hope to your true opinions. Thanx!
i have a litlle philosophical question - why do you people choose to use directly IrrLicht, not other open source engine, what makes it better than others? This question also makes sense for publicity of IrLicht engine but me interest directly that what is the motivation of use this product? I hope to your true opinions. Thanx!
like the way it do...
and irrlicht is young, so there is not to much to learn, and the api is well document...
instead of having an engine like ogre wich have more graphic stuff like bump etc... i prefer spending time to develop my project base code (like object manager, light manager, entity loader, making plug to max to use irrlicht etc) and in the meantime, irrlicht is going better , so when i will have finish my project code base, i will have the graphical option that i need implemented in irrlicht...instead of having lot of stuff to learn..
and irrlicht is young, so there is not to much to learn, and the api is well document...
instead of having an engine like ogre wich have more graphic stuff like bump etc... i prefer spending time to develop my project base code (like object manager, light manager, entity loader, making plug to max to use irrlicht etc) and in the meantime, irrlicht is going better , so when i will have finish my project code base, i will have the graphical option that i need implemented in irrlicht...instead of having lot of stuff to learn..
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Sans danger, pas de gloire...
http;//bappy.free.fr
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Sans danger, pas de gloire...
http;//bappy.free.fr
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My #1 reason that I started using it was that the API was DOCUMENTED, and documented well.
I tried several others that were so bogged down in gibberish instructions for usage, only had a function list(not what the functions actually did) or didn't even have doc at all.
Others made you do things like create your own screen graph handling in order to get any performance or hid the objects into so much obfucation that you couldn't access them to do any outside of the engine handling.
I tried several others that were so bogged down in gibberish instructions for usage, only had a function list(not what the functions actually did) or didn't even have doc at all.
Others made you do things like create your own screen graph handling in order to get any performance or hid the objects into so much obfucation that you couldn't access them to do any outside of the engine handling.
Crud, how do I do this again?
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- Joined: Wed Nov 26, 2003 5:24 pm
- Location: Europe
I've been checking 3d engines this week:
Torque - 100$+ royalties, the license said your game can only be published via GarageGames. What kind of crap is that? I dont mean they cannot be trusted, I just personally dont like that.
Ogre - free, slow as hell on my old i815 card even with dx7 device (it suxx for me, I am targeting users with low-end hardware).
GameStudio A6 - back to the future, suprisingly weak demos. 899$ is a bit too much for that.
NeoEngine - free, I liked the engine, but I (and other people) had awful problems with ogl renderer. Very good impression indeed.
Blitz3D - 79$, yeaaah! that's the thing! but a bit updated, because the author is working on another next-generation compiler.
Apocalyx - free, a good source of nice ogl code. Not mature enough for a seriuos project though.
CatMother - free, DX9, claimed to be good but no docs and no community.
Truevision - downloading at the moment, I hope it is good
Irrlicht - fast and furious! Editor's choice. Great docs, pretty large community. Stable enough. That is why I ve chosen it for my project - a 3d space turn-based strategy. Thanks to the author, Niko!
Torque - 100$+ royalties, the license said your game can only be published via GarageGames. What kind of crap is that? I dont mean they cannot be trusted, I just personally dont like that.
Ogre - free, slow as hell on my old i815 card even with dx7 device (it suxx for me, I am targeting users with low-end hardware).
GameStudio A6 - back to the future, suprisingly weak demos. 899$ is a bit too much for that.
NeoEngine - free, I liked the engine, but I (and other people) had awful problems with ogl renderer. Very good impression indeed.
Blitz3D - 79$, yeaaah! that's the thing! but a bit updated, because the author is working on another next-generation compiler.
Apocalyx - free, a good source of nice ogl code. Not mature enough for a seriuos project though.
CatMother - free, DX9, claimed to be good but no docs and no community.
Truevision - downloading at the moment, I hope it is good
Irrlicht - fast and furious! Editor's choice. Great docs, pretty large community. Stable enough. That is why I ve chosen it for my project - a 3d space turn-based strategy. Thanks to the author, Niko!
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
Oh god not again. Did you read the Torque license properly? You pay $100 to license the source code. You only pay $10k to GarageGames if your company's revenue, or your publisher's revenue, is greater than 500k.Serg Nechaeff wrote:I've been checking 3d engines this week:
Torque - 100$+ royalties, the license said your game can only be published via GarageGames. What kind of crap is that? I dont mean they cannot be trusted, I just personally dont like that.
Ogre - free, slow as hell on my old i815 card even with dx7 device (it suxx for me, I am targeting users with low-end hardware).
GameStudio A6 - back to the future, suprisingly weak demos. 899$ is a bit too much for that.
NeoEngine - free, I liked the engine, but I (and other people) had awful problems with ogl renderer. Very good impression indeed.
Blitz3D - 79$, yeaaah! that's the thing! but a bit updated, because the author is working on another next-generation compiler.
Apocalyx - free, a good source of nice ogl code. Not mature enough for a seriuos project though.
CatMother - free, DX9, claimed to be good but no docs and no community.
Truevision - downloading at the moment, I hope it is good
Irrlicht - fast and furious! Editor's choice. Great docs, pretty large community. Stable enough. That is why I ve chosen it for my project - a 3d space turn-based strategy. Thanks to the author, Niko!
Also, I'm 99.9% sure you don't have to publish with GarageGames.
I'd trust the guys at GG more than I trust anyone else.
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- Posts: 162
- Joined: Wed Nov 26, 2003 5:24 pm
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ok, my bad, sorry for wrong info about torque.
yep, i know blitz is much fasterIMO, Irrlicht has the slowest rendering engine of all those you mentioned, but that can only improve with time.
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
i am a 3dgs user and have to defend it a little!
first of all there isn't only the 899$ edition. the cheaper editions are nice too and with some free 3rd party plugins you almost have the same features as with the pro edition.
i agree that most demos are weak. it's a big marketing flaw that conitec solely relies on demos provided by its customers. i know from my personal experience that better things can be achieved with 3dgs.
in my opinion the biggest disadvantage of 3dgs is that only quake style csg level geometry is supported. i think this is very outdated!
...
now the good things about 3dgs:
it isn't only a 3d-engine but a complete game framework. it comes with a quite good level editor and a modeling/animation tool comparable to milkshape. the compiled c-script language is easy to use yet powerful (i am not really a programmer and c++ is out of my scope).
i haven't found anything like it in the open source world?
maybe once www.ping.net is ready or venom has matured or i had the time to learn c++ i will change to something free but for now 3dgs is the right solution for me!
first of all there isn't only the 899$ edition. the cheaper editions are nice too and with some free 3rd party plugins you almost have the same features as with the pro edition.
i agree that most demos are weak. it's a big marketing flaw that conitec solely relies on demos provided by its customers. i know from my personal experience that better things can be achieved with 3dgs.
in my opinion the biggest disadvantage of 3dgs is that only quake style csg level geometry is supported. i think this is very outdated!
...
now the good things about 3dgs:
it isn't only a 3d-engine but a complete game framework. it comes with a quite good level editor and a modeling/animation tool comparable to milkshape. the compiled c-script language is easy to use yet powerful (i am not really a programmer and c++ is out of my scope).
i haven't found anything like it in the open source world?
maybe once www.ping.net is ready or venom has matured or i had the time to learn c++ i will change to something free but for now 3dgs is the right solution for me!
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- Posts: 162
- Joined: Wed Nov 26, 2003 5:24 pm
- Location: Europe
Code: Select all
Are u sure of that??
Code: Select all
i am a 3dgs user and have to defend it a little!
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6