Of course it's great !
And those who think that it's design is broken or the code is written poorly
should have i little respect to Niko who's giving his hard work and source for free so some "great coders" can look into it and make conclusions how awful it is..hmm guys you should look at some commercial's engines code if ever availible
I think the engine is very proffesionaly coded and documented , i myself am an complete C++ nOob but after some hours spent digging the source i was able to understand it and even made some modifications in the DX part ..(thanks for the comments Niko)
As for the engine's API i think it's extremely easy but i think some advanced calls would do it more powerful ie. some functions that return the DX device , D3d, DDraw etc pointers so we can manipulate the rendering in our games code if needed.
About the scene graph implementation ..well i think there is no need to think how it should be designed and structured - there was a 3D engine made by Microsoft and it's called D3DRM ..this is the greatest scene graph implementation i've ever seen and i think if Niko manage to implement it in Irrlicht this would be just great..!
http://msdn.microsoft.com/archive/defau ... d3dapi.asp
@R00mpel : did you managed to compile TV tutorials with VC++ 7.0 ?