steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
Just so you all know, a new version of Irrlicht has been released with numerous bug fixes. For the uninitiated, Irrlicht is a free, open source, lightweight, cross-platform game engine written in C++. It deals mostly with 3D rendering and input. It has no network or audio code that I know of, but there are great open source libraries for those purposes. It can be found here: http://irrlicht.sourceforge.net/ . What's great is that the author has also created a tool called IrrEdit which is for editing entire scenegraphs that can be loaded directly by the Irrlicht Engine. The release of Irrlicht 1.1 came with a simultaneous release of the new version of IrrEdit found here: http://irredit.irrlicht3d.org/ . This editor can load many model and level mesh types and includes a particle system editor, light map generator, and more. These tools could be incredibly useful for the game-in-two-weeks ------------------ [This message has been edited by steveth45 (edited August 28, 2006).] |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
Wow cool, I haven't used Irrlicht in ages (couple of years) and then I only just slightly dabbled in it... I love how both Irrlicht and Ogre both have a great community behind them, which is most likely why they continue to grow. hehe... speaking of Ogre http://irredit.irrlicht3d.org/shots/progress10.jpg Nah, its good seeing Irrlicht continue to grow, I had my doubts in the past, the editor could be really cool. Is it like an all purpose editor? Are you able to do level design through it (as in place objects in the scene)? Can you export the whole scene? Sounds like it is a level editor of sorts from the FAQ, what are your views on it (if you have used it). EDIT: BTW, just thought I'd sort of give this a little *bump* hehe [This message has been edited by dartsman (edited September 30, 2006).] |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
Once I'm done finishing my game with SDL.NET, I may put SDL to the side and try Irrlicht.NET instead. I do not like how SDL is all pixel-based. We'll see, though. I have not yet had a chance to look at SDLs other libraries. |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
Good news about Irrlicht... Niko, the guy who created Irrlicht, just release IrrKlang, a high level 2D and 3D audio engine. It integrates well with Irrlicht, or it can be used seperately. Of course, it's free for any use at all, including commercial games and applications. Right now, it's only available for Windows, but that will most likely change, seeing as Irrlicht is available for Linux and OSX. ------------------ |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
Oh cool, how'd he do that?? LOL, in ASM I'm guessing, but not quiet sure as it didn't say anything about it being a wrapper around some other audio library (as thats the other way I can see)... SDL's pixel-based?? I thought it was like GLUT. I'll be looking around shortly for a good audio library to put into my engine. Was going to go with FMOD (as I've used it in the past) but the licence is limiting. Also was thinking either DirectSound or OpenAL, I might look into IrrKlang but it's connection to Irrlicht might bug me too much... [This message has been edited by dartsman (edited October 01, 2006).] |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
SDL has an OpenGL component, but is not the default. That was one of the SDL libraries I have not yet had a chance to look at. I'd like to understand it a bit, and perhaps I may not abandon SDL.NET. I looked a little at the .NET solutions for Ogre today. I do like some of the stuff with Irrlicht, and it does a have .NET version. Steve, let us know if you try out the new sound library. |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
Ogre's pretty cool, I've used it for a number of projects. It does seem to have a huge learning curve, but I didn't really notice this too much. I'd advise if you do go to use it, check out the tutorial below. It's easier to move into Ogre when you use a standard Game Loop rather then their frame listeners... http://www.ogre3d.org/wiki/index.php/Newbie_Tutorial_2 Anywho, both seem to be viable choices nowdays... ------------------ |
Brandon![]() Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
Wow Irrlicht has improved quite a bit since I last used it. Thanks for the heads-up! ------------------ |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
quote: I don't know why you insist on holding a grudge against Irrlicht. ![]() Here's my rundown on audio engines: FMOD - good, but super expensive ------------------ |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
Irrlicht is Irrlicht, thats why... lol Plus I'm one of those guys who uses an engine, but will wonder how to make it, and if its possible, I'll go learn it. At uni we used Ogre, and I like it, some people see it as a massively complex beast that no-one can tame... but then again, why are there so many people using it? Ogre always seems at the head of the movement with latest graphics features and the like, though I could be wrong... At uni we did a lot of focus on using engines to make games (we did learn DirectX however too). But for me, that wasn't enough, I like to code, and engine development is my thing, I don't like to script, I like to write the scripting system :P hehe Irrlicht to me just hasn't really 'jumped out at me' in the past. And also with the stigma of Ogre, Irrlicht has been seen upon as the 2nd choice if you can't work out Ogre... Plus having experience with Ogre is a big advantage, mostly because of the stigma that it is some 'complex beast' :P hehe Heres my rundown on audio engines/libraries: FMOD - great, expensive for commercial use, free for non-commercial use, I've used this one for my own final game project at uni, for a 2d game about 3 years back, and for some other projects, my preferred library of choice... ------------------ |