Electron:
I was afraid I might offend with that; sorry.
Extensibility - the more I learn about how MS and C++ work the more I think my annoyance with Irrlicht is just that the symbols aren't exported from the DLL by default. I have an old abhorrence of touching
anything in library code, even as minor as adding exports, since you then have to make all those edits every time the original author updates. If I correctly understood the people who answered a previous post of mine, I can't add new cameras in Irrlicht without recompiling the engine or duplicating several classes. (e.g. if I want to make a new camera that inherits from CCameraSceneNode, I'm out of luck, because it isn't exported - I must either recompile with exports or copy the code into my own project and rename it.)
I've had a little trouble with the linker when I have gone in and tweaked exports in Irrlicht, but I'll chalk that up to user error and assume it wouldn't happen in Lightfeather or that I'll learn to use the tools better someday.
On quality and comments: the necessary disclaimer is that my day job is as a professor. I'm fairly harsh on code that students turn in that isn't commented or looks like a rough draft, and the contact I've had with the real world suggests that the software shops that I think are doing good things are just as anal as I am on large shared codebases.
As mm765 figured out elsewhere, I started looking at Irrlicht/Lightfeather because I was thinking of a terrain-oriented project. The Lightfeather terrain classes hardly have any API docs at all, and CLargeTerrainModel (the only source I've poked through) is really sparsely commented internally, too - the comments there look useful, but I want more. Meanwhile there are a couple of things in the code that would be an automatic -5 points on the "quality" score if I were grading.
I probably got spoiled by starting this summer's playing around with the WildMagic engine, which has two (pretty decent) books about it that I've assigned as textbooks before. I'm also finding more and more flags raised by the Irrlicht terrain code, which is why I was hoping for more comments in Lightfeather: I thought I'd read a claim that Irrlicht's CTerrainSceneNode implements Geomipmaps, but when you closely read the code the algorithm is way, way off, and there's absolutely no clue why. There are also some things that look like glaring bugs, but without comments I can't be sure.
Work and family are keeping me from putting in as much time as I want; I'll stop talking about Lightfeather until I've been able to put in 8 or 10 hours with it, but that may be most of a week away. Being really old (an early mammal, if not a dinosaur) I don't have an IRC client installed - heh, maybe it's finally time to take the plunge. If I do end up working with Lightfeather/CLargeTerrainModel, I'll comment & refactor the code myself as I come to understand it.
N.B. While writing this post I looked at Lightfeather's CGeoMipMapTerrainModel. Decent comments, you've corrected the things I thought were bugs in Irrlicht, and the code's a bit cleaner. Nice.