Ok, well I've been working a bit on a project of mine that will (hopefully) allow someone to more easily create 2D games with irrlicht. I'm calling it the zen engine, right now, which is Japanese for "complete" and reflects my goal to make a complete 2D engine that can create pretty much any kind of 2D game you want.
So far, I have a working Tile Manager. Working, because it correctly manages tiles and you can use it to get the information needed for irrlicht to draw the tiles.
Now, the tile manager itself needs to be streamlined, which I didn't notice until I tested it just a few minutes ago, but I've only worked a small amount on it. It's also only one part of something that will be much bigger and I'm designing it, much like irrlicht, so that a user won't actually be able to create instances of the tile manager. The main object of the engine will retrieve an instance of the tile manager, which it holds as a private member.
Anyways, here's the code on pastebin and a link to a zip file containing the source files and my VS 2008 project. If you don't trust the zip file, please scan it before opening it.
Feel free to suggest changes. You may also reuse the code as long as you credit me for the non-irrlicht code, of course.
CTileManager.h
CTileManager.cpp
CTileNode.h
CTileNode.cpp
CTileSet.h
CTileSet.cpp
Test program
Project + Source zip
My Tile Manager is inspired by the concepts discussed in the 2D Maps and Tiles thread, but the code is written from scratch and conceived completely on my own.
Also, in my project, IReferenceCounter is pretty much a copy of irrlicht's reference counter, with a couple things cut out because I wasn't sure what they did and if they might interfere. Mine is obsolete and I will be removing it and inheriting from irrlicht's own counter before I'm done.
Thanks,
Me