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Author Topic: My beef with Irrlicht (and I guess Rev3D)  (Read 1102 times)
realmk
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Posts: 3


« on: December 28, 2008, 06:06:22 PM »

Hi guys, I'm new around here.

I originally got started 3D programming some years ago with Revolution3D - a free engine which is definitely outdated now.

In the last couple of months I began to use Irrlicht - which, admittedly, is a good engine. The only problem is its .NET support. IrrlichtNETCP is the "official" .NET wrapper.

However, this wrapper hasn't been updated in a very long time, which is really unfortunate because the engine itself just released 1.5 . The wrapper is full of bugs (calling a mesh by name? not a chance. autoassign a mesh id? nope, all your meshes are now id -1. collision? only if you want your game to crash!), and even my messing around with the source couldn't fix what seemed to be a couple of oversights.

So then I thought about TV3D again after years..., and I figured that whatever-the-licensing-price-is is probably worth it; developers are more motivated when the cash is rolling in, eh?

So I have to say my experience with TV3D has been positive so far, my only regret is the lack of BSPTree support in 6.5 . It would be very nice to hook up TV3D into GTKRadiant, and I'm looking into the Ammunition SDK now (for loading the source .map files), but as far as the rest of my coding goes, TV3D is a breeze.

It's like Revolution3D, except that it works.
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