i'm learning how works the Irrlicht engine because i'm thinking of programming a Mechwarrior-like game. i'm currently developing a 3D space strategic game based on turns using a "engine" (i use the " because it's more a well organized set of classes, without much hierarchical structure, not like a TRUE engine
However i'd like to question something about the engine:
- first of all, the OpenGL rendering is fully supported or not? i've tried for example to compile the UserInterface sample setting the device to video::DT_OPENGL and the font is shown skretched, "noised". In the future i'd like to compile this engine on the next version of BeOS (do you know something about this system?) that before the end of the year will be shipped and they talk about hardware GL acceleration. i think it's a good alternative OS.
- i've seen there's in progress the add of a terrain renderer. because a mech game is mostly situated in an outdoor enviroment, it's possible with this terrain to insert some buildings with the possibily to enter in them (for example a large factory building) without drop fps to 1? i dont talk about very complex structures
- i have not well understand how works the EMT_REFLECTION_2_LAYER in the water simulation, it combines the 2 texture to emulate reflections? is possible to make the water semi-transparent?
- i'd like to see skins for the GUI, it's a must have
- the difficult thing i've to do is mesh animations of the robot components. i'm thinking of using some physics library and use joints on legs, arms and torso, after that i add force to some components to simulate walking. the foot and other important parts of the robot will have collision with the terrain,etc. my idea is insane or not?
- could you add support for PNG textures? i use a lot of them in my works because many programs handle better trasparency with this format. before i used TGAs but only Photoshop and few others support them fully.
I hope to not disturb you with my questions