Long time reader here (since forum inception) - first time poster.
Let me start off by saying, great job with the engine thus far. Great things will come as time rolls along!
Now, let me get to some feature requests and state of the industry.
Indoor maps are becoming less and less popular for fps, or even 3ps games. Sure they exist still, and developers and players will always need them to some extent. But the meat and potatoes of any professional engine (which irrlicht has almost nailed) nowadays is the terrain engine.
Its all about animated water shaders, correct billboarding to target for foliage and trees vs. Camera, CLOD and ROAM algos, proper triangle culling, and seaming heightmaps/meshes together for large areas. 30 million+ triangles in scene at one time is what we should be striving for, coupled with an awe inspiring CLOD or ROAM engine dynamic.
The whole "I'm stuck in lala land with the Q3 brute force walls everywhere" mentality is being pitched out the window in the industry. I'm sure by now this is a welcome change as most of us have had our fill of so many FP shooter Doom clones with fancier graphics/dynamics, that we are about to puke.
I keep seeing the quake engine clones over and over again... That was 6 years ago folks, the time is now.
So, as I am not a programmer (I'm a level designer / modeler / texture person.) I would propose to all the awesome code monkies here to get the ball rolling in regards to terrain. There is some code I'll offer up here, basically saying that terrain generation and triangle management do NOT have to be all that difficult.
My other request would be that we get some kind of seamless integration via plugin with 3ds max. (Atmospheres, particles, warps - IE: full scene imports to the engine on the fly.)
For instance with Netimmerse/Gamebryo I can seamlessly flop my project back and forth from my "scene" in max, to the engine. Sure there is tweaking to be done, but it does not take 12 fourteen hour days to get the example scene I have in the engine like it would with Irrlicht. Camera and actor torquing is all that is really needed (and game specific code of course.)
Basically, highly detailed scene management is a pain in the ass with Irrlicht.
I still see Irrlicht as a hobbiest platform, and that is all well and good for users of free or inexpensive modelling packages, milkshape, any sucky ass bsp (I have no idea how anyone builds crap with these) editors. No need to jerk the carpet out from under these folks, but I would suggest bumping the engine into the next realm with a plugin to max 5 or 6 so we can start building incredible stuff.
It seems that Irrlicht is fast becoming "look what we coded!" As opposed to something a developer can work with WITHOUT a dedicated team of 6 full time code monkies. Actor, poly, light, particle, and animated shader placement management in a scene shouldn't be so damned difficult, and I sure as hell don't want to do it with a bsp level editor... Because... Well... 99.9% of them suck from a time/turnover/toss your monitor through the sliding glass window in frustration standpoint.
I hear with Max 6, there are some awesome scripting tools for gaming and the SDK has hordes of functions to help get some turnover (export functions) in different engines. There is a free FULL trial available at discreet.com.
This would most certainly launch Irrlicht to the level of the gods in terms of "the engine to develop on."
I would hope this didn't seem too much like a bitchfest. But with the release of .5, and still seeing a HORRIDLY stale terrain engine, and old format importers, I guess I was just hoping for more.
I can dream eh?
![Smile :)](./images/smilies/icon_smile.gif)
I am currently without online storage so-
I can send anyone here a sample 3D Terrain engine with source, low overhead, fast! Email me and its yours. 13mb
Same deal with the sample image which consists of:
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1 Gradient skysphere
1 Terrain mesh 3000x600x3000 units on 16x16 grid
4 Animated Atmosphere Gizmos: 2 Clouds / 2 Underwater (yep them clouds are real, and you can go underwater)
5 Materials (1 animated raytrace mat for water)
1 Wind Space Warp
2 Animated .shd water meshes
64 Animated Object Billboards using the wind warp
5 Poly Objects
2 Omni Lights (1 Omni with Shadows, Reflection, and Auto flared & 1 Ambient Omni)
98418 Faces
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If anyone would like to help me get/code this COMPLETE scene into Irrlicht, in its original max functionality, send me some mail at:
slammaflathead@msn.com
ICQ: 128868202
An old song just came to mind...
I've got the brawn... You've got the brains... Lets make LOTS of money....
Keep on coding guys, once again, I'm not knocking the engine as I believe you are doing an awesome job for FREE for the community. I just think you could go alot farther with this engine then you could possible imagine with some max/maya full scene integration and some solid terrain implementation. However, as said, I'm no coder beyond some basic understanding of c++, so feel free to print this post and set fire to it
![Smile :)](./images/smilies/icon_smile.gif)
Dan
aka Thojorkill