Irrlicht vs Ogre
Posted: Thu Dec 28, 2006 4:40 am
Ok I expect that I will get some major bias here, but I just wanted to really know what is the difference between the two engines... Pros & Cons
Official forum of the Irrlicht Engine
https://irrlicht.sourceforge.io/forum/
Sorry, but Dev-Cpp is not nearly as nice as Code::Blocks or Visual C++. No plugin-based system, no "intellisense-like" completion, and no support for different build setups(debug, release). And, on top of this, the statement is not true. Ogre can be used with Dev-cpp. I did it myself a month ago. I needed to compile my app on Windows 98, and the Code::Blocks binary uses Unicode. It took me 10 minutes to set up, and worked like a gem.Irrlicht : Works with Dev-cpp
Ogre : doesn't
Code::Blocks and Visual C++ never worked for me, always had unfixable linker errors and the dev-cpp compiler shows you where the errors are and you can 'jump' to them...never found a feature that does that in Code::Blocks or Visual C++, also, not sure what intellisense completion is but it does have a completion system where a drop-down menu comes up and you can select the function from the class/struct that you want to use (it gives all the arg's and such).3ddev wrote:I will comment with facts, but first I would like to remark about this:Sorry, but Dev-Cpp is not nearly as nice as Code::Blocks or Visual C++. No plugin-based system, no "intellisense-like" completion, and no support for different build setups(debug, release). And, on top of this, the statement is not true. Ogre can be used with Dev-cpp. I did it myself a month ago. I needed to compile my app on Windows 98, and the Code::Blocks binary uses Unicode. It took me 10 minutes to set up, and worked like a gem.Irrlicht : Works with Dev-cpp
Ogre : doesn't
That is what I would've said if I had enough time, I agree with it3ddev wrote: The rest of the post
Hmm, this will be a big issue in a project I'm planning on starting any day now... is it currently possible to "mix bone animations however you please" in Irrlicht using a physics engine (i.e. Newton)? Or is this feature impossible right now, but planned for the future?xskinyx wrote:and I have faith that the animation system will be updated.