hi..
I am looking for opinion about which engine I should be using..i've seen yes, varous threads but non seem conclusive enough so I wanted to put my own question out...if im going to make a commercial quality game will irrlicht do it, or do I need ogre3d or say delta3d.org maybe ?
I am slightly sadened that there is no linux version ( I work as much IN linux as windows if not more ) or the visual editor, yet the 'stage' editor for delta3d.org works in linux. Is there plans for the visual editor to port to linux possibly ?
I also am going to need to have t errain that can handle caves/overhangs and wonder will irrlicht or its plugins allow this ?
I am sorry to ask again, but all engines have similar abilities , and ive having a tough time deciding...so before I get knee deep in api I wanted to ask these questions...
thx
leebojammin
which engine ? ( irrlicht, ogre3d, delta3d)
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leebojammin
- Posts: 16
- Joined: Thu Jun 15, 2006 8:45 pm
> if im going to make a commercial quality game
really a commercial game?
Recording to me if it is a commercial game you should know your requirements.
Just look for the features of each one and then you can choose accordingly.
If it is not a commercial game and you are here for learning something,
I think irrlicht is a good choice.
bye!
really a commercial game?
Recording to me if it is a commercial game you should know your requirements.
Just look for the features of each one and then you can choose accordingly.
If it is not a commercial game and you are here for learning something,
I think irrlicht is a good choice.
bye!
I think even for commercial games Irrlicht is a preatty good choice...
It's fast, easy to use, has good quality and it's totally free !!!
The main problem seems to be the quality of the graphic objects (meshes)...
If you don't have really good 3d artists it would be verry hard to create a game that will be bought...
Not talking about the complexity to create a really good game engine...
I'm also planing to develop a commercial game, sometime...
Well, I'm not allone, a friend of mine and me are professional software developers for industrys, so we have enough coding experiance...
And our choices will be Irrlicht, Newton, OpenAL, OpenSteer and maybe RakNet (beside some other not game related libs)...
But I'm also sure, this is not a question for this (beginner) forum, isn't it?
It's fast, easy to use, has good quality and it's totally free !!!
The main problem seems to be the quality of the graphic objects (meshes)...
If you don't have really good 3d artists it would be verry hard to create a game that will be bought...
Not talking about the complexity to create a really good game engine...
I'm also planing to develop a commercial game, sometime...
Well, I'm not allone, a friend of mine and me are professional software developers for industrys, so we have enough coding experiance...
And our choices will be Irrlicht, Newton, OpenAL, OpenSteer and maybe RakNet (beside some other not game related libs)...
But I'm also sure, this is not a question for this (beginner) forum, isn't it?
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:

http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Yup. Irrlicht will natively. It is described in the docs. A single level mesh can be indoor and outdoor...one of the nice things about Irrlicht.I also am going to need to have t errain that can handle caves/overhangs and wonder will irrlicht or its plugins allow this ?
That could be said that about *ANY* game engine.If you don't have really good 3d artists it would be verry hard to create a game that will be bought...
Don't let the screenshots fool you. The models used are pretty basic. Irrlicht can handle a very large scene. How good you want it to look is up to you, not the engine.
Join us in the Irrlicht chatroom:
[url]irc://irc.freenode.net/irrlicht[/url]
I love deadlines. I like the whooshing sound they make as they fly by. -D.Adams
[url]irc://irc.freenode.net/irrlicht[/url]
I love deadlines. I like the whooshing sound they make as they fly by. -D.Adams
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leebojammin
- Posts: 16
- Joined: Thu Jun 15, 2006 8:45 pm
okay thx..I should have prob. read some docs before asking but its been a major long WEEKluckymutt wrote:Yup. Irrlicht will natively. It is described in the docs. A single level mesh can be indoor and outdoor...one of the nice things about Irrlicht.I also am going to need to have t errain that can handle caves/overhangs and wonder will irrlicht or its plugins allow this ?
That could be said that about *ANY* game engine.If you don't have really good 3d artists it would be verry hard to create a game that will be bought...
Don't let the screenshots fool you. The models used are pretty basic. Irrlicht can handle a very large scene. How good you want it to look is up to you, not the engine.
thats excellent news especially about the cave/overhangs part..I read that in descript but somehow missed that was what it was saying..
cheers
leebo
No linux version of what? All three SDKs you mention support Linux.
If this truly is a commercial game you're producing, and not someone thinking they can make and sell a successful game on their first attempt, then you are the only one that can decide which engine to use. You need to work out your requirements, your functional requirements, your target platforms, your hardware requirements and then experiement and investigate all SDKs you are interested in. We could say "go with Irrlicht", but you may not like the API and you may not like the OpenGL performance.
Only you can answer that question.
If this truly is a commercial game you're producing, and not someone thinking they can make and sell a successful game on their first attempt, then you are the only one that can decide which engine to use. You need to work out your requirements, your functional requirements, your target platforms, your hardware requirements and then experiement and investigate all SDKs you are interested in. We could say "go with Irrlicht", but you may not like the API and you may not like the OpenGL performance.
Only you can answer that question.
No, Irrlicht can't do this (AFAIK) !!!luckymutt wrote:Yup. Irrlicht will natively. It is described in the docs. A single level mesh can be indoor and outdoor...one of the nice things about Irrlicht.I also am going to need to have t errain that can handle caves/overhangs and wonder will irrlicht or its plugins allow this ?
Or how do you make a cave or an overhanging cliff just with he terrain scene node ???
You'll have to do this with meshes...
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:

http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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Baal Cadar
- Posts: 377
- Joined: Fri Oct 28, 2005 10:28 am
- Contact:
I guess luckymutt didn't mean heightmap based terrain, but modelled terrain. (Not Oblivion style, but Gothic style so to say.
)
And this is indeed possible. For instance with the octree scene node. Though you will have to do lots of tweaking to make this a doable approach in a big world.
Caves/overhangs can also be models put onto a heightmap-based terrain. In the case of a cave though, you have to use a portal or something, if you want it to be seemless. But portals have already been implemented by some 3rd party. So this is doable.
And this is indeed possible. For instance with the octree scene node. Though you will have to do lots of tweaking to make this a doable approach in a big world.
Caves/overhangs can also be models put onto a heightmap-based terrain. In the case of a cave though, you have to use a portal or something, if you want it to be seemless. But portals have already been implemented by some 3rd party. So this is doable.
No offense 