that s just my opinion ,Niko it s not a critic about your work or something else
in my opinion , the main task is to support at 100% a format.
Actually, irrlicht support 3ds,x,md2,ms3d,bsp format.
recap:
md2: cool for animation but not for static mesh like map
but very old, don t support skelet animation , weight bones etc
ms3d: don t know, never used but seems to work better than other format in irrlicht.
bsp: cool for map, but to old. must use gtk-radiant, so not cool and very poor graphicaly.and not 100% supported
3ds:well support ,good for static mesh but... no multiple uv per vertex.
don t know if animation is working.
and final is x: i think it s the only format that we must focus.
it support all what we need for static mesh (map) and animation mesh
bones, weight.
actually the importer is very buggy, it don t reconyse bin etc...
I think that if the x format is 100% supported, shoot of the month will began shoot of the day
because actually when my graphist is doing something , i m pretty sure i won t be able to integrate it in irr.
and another thing to develop: material thing.
we can t easely have a face that have two channel texture because the export format don t support 2 uv by vertex and the engine too. we can specify a second map channel and set the material to hardware but the coord uv of the second map (example lightmap) are generated or use the first channel uv
if an engine support bump map, pixel shader effect, radiosity in realtime etc it s cool ! but if this engine can not load a mesh , the other thing don t serve, and the engine too...
if we must study each mesh by each mesh to know how to code something for having the same graphic model that we have in max or other modeler, that s not cool..
niko don t take that for a critic , it s just what i think and what in my opinion the user of irrlicht are waiting