Irrlicht status compared to other engines

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Irrlicht status compared to other engines

Postby Hotshot5000 » Sun Oct 16, 2016 11:39 pm

How does Irrlicht compare to say other open source projects like Ogre3D, Horde3D or with Unreal Engine 4?

1. Does it have dx12/Vulkan support? Dx11?
2. Physically based renderer?
3. iOS and Android support? Metal API support, what version of OpenGL ES?
4. Architectured with data oriented design?
5. Still ongoing development or maintenance or dead?
6. What features are going to be added going forward?

Basically how in line is Irrlicht with the current generation engines?

Thank you!
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Re: Irrlicht status compared to other engines

Postby CuteAlien » Mon Oct 17, 2016 9:28 am

1,2,4 currently not supported (Dx11 somewhat in an own branch, but there is a rewrite planned for that one). Mobile support is not in official Irrlicht yet, but there is a usuable branch in svn called ogl-es which works on Android and iPhones.
Irrlicht has been in development for a long time and is pretty stable by now. The design is not data oriented, but object oriented, which might not be optimal when it comes to speed, but helps a lot if you want to read the code or write extensions. So it's easy to modify Irrlicht if you know some c++. Also it is still relatively easy to use if you are relatively new to c++ and 3D programming.
Development has been somewhat slow this year (see activity here: https://sourceforge.net/p/irrlicht/acti ... &limit=100), but I'm slightly optimistic it's going to speed up again soon.
Main short term feature planned is to get the mentioned ogl-es branch into the main engine.
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Re: Irrlicht status compared to other engines

Postby Hotshot5000 » Mon Oct 17, 2016 2:01 pm

Just played your H-Craft Championships game on my android development phone. Is a port to iOS in the works? I would like to play it on my main iPhone! Very cool game.
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Re: Irrlicht status compared to other engines

Postby CuteAlien » Mon Oct 17, 2016 2:06 pm

Thanks. But no port in the works - at least not by me. I don't have an apple system, so I simply can't do that.
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Re: Irrlicht status compared to other engines

Postby REDDemon » Wed Oct 19, 2016 11:22 am

Irrlicht is so far the easiest 3D engine to be used if you want a pure code oriented solution, I tried MANY MANY other engines, this one is the easiest.
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Re: Irrlicht status compared to other engines

Postby robmar » Mon Jan 23, 2017 10:16 pm

We have Grantye's DX11 driver running, is there no interest in integrating it for some reasons unknown?
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Re: Irrlicht status compared to other engines

Postby CuteAlien » Mon Jan 23, 2017 10:50 pm

@robmar: Sorry, I don't think anyone of us has that on his todo-list.
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Re: Irrlicht status compared to other engines

Postby Nadro » Wed Jan 25, 2017 9:58 pm

@robmar
This driver will be available in shader-pipeline rev2 branch, however due to a lack of time I may not be able to do this soon. I think that Q2 2017 is more realistic, but we'll see :)
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Re: Irrlicht status compared to other engines

Postby threedslider » Thu Feb 02, 2017 5:27 pm

Why not to include Opengl 4.5 and the futur vulkan will be good ? Cause Directx 12 is broken due from UWP so I don't like it. If I learn C++ very good that I would be happy to help Irrlicht to extend it but I pretty new still here.
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