Re: Mediocre level engine, wich is a good start for most..
> I'v tried this engine myself to see what
> the fuzz is all about :-)<br>
> The engine (and techdemo provided) looks
> (at first) nice. It has some nice things
> in store to fiddle with. (wich is nice
> for beginners too)<br>
> However, after playing with it for some
> time, the engine began to show more and
> more negative setbacks... for
> instance... <br>the graphic render
> module is not that good, it lacks the
> quality AAA-class engines have. (it
> actually made me think that i was seeing
> a render of a game back in
> So the engine is more an educational
> kind of engine, and not an engine usable
> for a commercial class game. <br>
> So if you want to be in 3d gaming
> business, this engine can proof itself,
> in the way of learning you how some
> things are accomplished in the 3d
> I'll stick with a more AAA class
I happy to see that someone who can afford $1Mill per project for a AAA 3d Engine (i.e Id's Commercial Engine) still chooses to browse around freshmeat.net......
as for looking like something from '98 try running it on hardware from 2004
($1500 laptop amd64 3gigHZ 512Mb 64meg-ati 9600igp
@ 200+fps on the Techdemo with q3ctf2.bsp & textures
(thats 39000+ polys in that map)
with OpenGL & D3D8 D3D9 support & True Platform Independance)
it leaves a lot of overheadroom for dynamic game content.
try doing that in '98 without an SGI Onyx WorkStation($50,000+ and propriatary API's !!!)
but for my money Irrlecht is quite a feat,
the best part about it is if something is not quite to ones taste, the source is there to spice it up,(a true 3D programmers gift from the gods), and it also works as promoted right out of the box. PreCompiled DLL's WOW.
i rebuilt the entire project without having to debug a single line of code,or download any 3rd party libs, incredible.
(on msvc6++ noless)
as a Graphics programmer since the raster&vector days (that is back in '84) i am IMPRESSED
it definitly paves the road for the next generation of programmers to concentrate on intuitive gameplay and dynamic content without having to write 150 lines of code just to init a gfx mode, or lay out 10 grand for an entry level 'AA' Engine. (note thats only 2 A's meaning only adequate)
AnyOne Interested in Irrlecht OpenGL Support for
the i-glasses 3D display and/or HeadTracker please let me know, I could use some beta testers,
Also i am personaly offering webspace for Articles/Examples/Tutorials etc.. for the Irrlecht API (Comming Soon to a URL near you...... send all inquiries to 3D@jkromero.com)