Page 5 of 5

Posted: Thu Dec 18, 2008 4:18 am
by BlindSide
Halan wrote:But omaremad i think for you Horde3D would be nicer
If you think singletons are sexy...

Posted: Thu Dec 18, 2008 4:35 am
by dlangdev
Is this why you didn't take the Ogre road?

I can't gripe nor praise right now, I'm supposed to help someone deliver a working game in 2009, though.

Code: Select all

        // Create the targeting sphere
        Entity* targetEnt = mSceneMgr->createEntity("testray", "sphere.mesh");
        MaterialPtr mat = MaterialManager::getSingleton().create("targeter", 
            ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        Pass* pass = mat->getTechnique(0)->getPass(0);
        TextureUnitState* tex = pass->createTextureUnitState();
        tex->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, 
            ColourValue::Red);
        pass->setLightingEnabled(false);
        pass->setSceneBlending(SBT_ADD);
        pass->setDepthWriteEnabled(false);

Posted: Thu Dec 18, 2008 2:33 pm
by sudi
phyxx wrote:http://www.squidoo.com/3D-engine-tutorials is a useful collection of sample apps in Ogre and Irrlicht, and it allows you to see both engines side by side.
That are three samples and the last one with displaying a model it says that it is hard to change a model position over time in irrlicht. i guess we should add The scenenode animator to the examples. or at least how to create a custome one just like with the scenenode.

Posted: Fri Dec 19, 2008 10:21 am
by joshcryer
Sudi wrote:
phyxx wrote:http://www.squidoo.com/3D-engine-tutorials is a useful collection of sample apps in Ogre and Irrlicht, and it allows you to see both engines side by side.
That are three samples and the last one with displaying a model it says that it is hard to change a model position over time in irrlicht. i guess we should add The scenenode animator to the examples. or at least how to create a custome one just like with the scenenode.
That whole thing is messed up. He takes points from Irrlicht because at the time it didn't do what he wanted (which went beyond the simple "display and rotate a model").

I'm, of course, not taking sides here because if anyone knows me on IRC I have stated again and again that Ogre3D is the pro solution, but that Irrlicht is loads better as far as initialization, compillation, and inuitive use is concerned. Irrlicht is an all in one simplified solution. From my perspective, newbies should be more inclined to use Irrlicht while professionals would go with Ogre3D. That doesn't preclude Irrlicht from being pro/commercial and Ogre3D from being newbie friendly, of course.

Posted: Fri Dec 19, 2008 2:29 pm
by hybrid
Well, the Irrlicht code is still not available, so how could we get any justification from this comparison? Right now it's just crap - although Irrlicht is voted the winner ATM :)

Posted: Fri Dec 19, 2008 4:20 pm
by sudi
hybrid wrote:Well, the Irrlicht code is still not available, so how could we get any justification from this comparison? Right now it's just crap - although Irrlicht is voted the winner ATM :)
Here i coded a animator example..tried my best at documenting it

http://sudi.pastebin.com/f2cf8c528

Posted: Wed Dec 24, 2008 2:10 am
by dlangdev
I can't gripe nor praise right now, I'm supposed to help someone deliver a working game in 2009, though.
It looks like I will not be able to help this person as he mentioned something about NDA and I don't know the legal implications of an NDA. I might get in trouble later, so I may probably have to ask someone who is more knowledgeable with NDA.

Posted: Wed Dec 24, 2008 2:21 am
by Dorth
Non-Disclosure Agreement. Pretty standard in the industry. Learn to live with them or you'll lose a lot of (good) opportunities. Also, most NDA stop once the project is released.

Posted: Wed Dec 24, 2008 2:36 am
by dlangdev
Thanks for the reply, I'm not used to seeeing NDA, it's like "hey I have your a@@ right here"

But he looks so genuine and sincere as if he really wants to help me.

Thanks for clearing that up. I'll bring this up to him because I'm just doing him a favor.

Posted: Sat Dec 27, 2008 10:46 pm
by Raden Mu'az
Some people use ogre because,
uhh...
...Isn't first impression is that important?

Posted: Wed Jan 07, 2009 3:24 pm
by roelor
Im using irrlicht because im still learning c++ and Irrlicht looks very neat (codebased). And Ive gotten used to it before ogre.