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commercial irrlicht projects?

Posted: Thu Mar 09, 2006 5:04 pm
by Guest
are there examples of commercial irrlicht projects? i mean commercial games, simulations,...

or isn't irrlicht considered mature enough yet?

Posted: Fri Mar 10, 2006 12:20 am
by Eternl Knight
Well, I am commercially using it for a suite of editing tools. Unfortunately, they were developed under contract for a client, but I am in the middle of another set of tools for hobbiest modelling/animation.

However, the "maturity" aspect is definitely a problem. I am having to hack the guts out of the internals due to the ad hoc nature in which things seem to have been put together. For example, there are a tonne of "mesh formats" (one for each file format) which I have had to hack away at to allow a single internal mesh data structure, memory ownership problems with the Irrlicht template containers forcing me to move to STL, and a variety of shortcomings in the utility classes/functions which show that there has been a lack of "real world" testing.

I will be committing a variety of these changes back to the community when I am done (probably through IrrSpintz or an IrrSpintz-fork as Niko is much harder to get a hold of).

--EK

Re: commercial irrlicht projects?

Posted: Fri Mar 10, 2006 1:45 am
by Duncan Mac Leod
Anonymous wrote:are there examples of commercial irrlicht projects? i mean commercial games, simulations,...

or isn't irrlicht considered mature enough yet?
Hmm? If you mean 'commercial' = 'released' then I don't know...

But our Project is a commercial one and currently under development (with a release date far far away 8) )...

If you know Neverwinter Nights (incl. Toolset :wink: ) then you know what we are about to develop...

Image

Duncan
--
Tucan Entertainment

Posted: Sat Mar 11, 2006 6:37 am
by Dark Rain
Well, we're a small indy commercial spacey mmorpg. We're already live but we're working on client v2 using irrlicht. It's been a pain and a pleasure to work with I guess. My job is everything related to the interface code and irrlicht really wasn't up to the task of rendering our current complex interface. I had to create a lot of new controls, extand exsiting ones etc. I wasn't feelling too hot about CEGUI mostly, which is why I took the time to do this.

game: www.starsonata.com

gui screenshots: http://www.flickr.com/photos/35206126@N ... t-1834830/

The other dev is starting to have pictures of actual gameplay but it's not quite there yet.