Will MT always use Irrlicht?

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Will MT always use Irrlicht?

by benrob0329 » Sun Aug 09, 2015 04:15

I am going to be working on a game with some friends in C++. However I want to help develop MT as well.

We have decided to (probably) go for Ogre3D instead of Irrlicht, as Ogre3D has various features Irrlicht does not.

But would MT ever be interested in changing engines? Since everything is mod based and written in its own Lua libraries, it might not be as difficult as a regular game would be.
 

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Re: Will MT always use Irrlicht?

by kaeza » Sun Aug 09, 2015 05:22

What specific features does Ogre3D have that you feel could benefit Minetest?

Just curious.
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Re: Will MT always use Irrlicht?

by rubenwardy » Sun Aug 09, 2015 07:28

There has been some work in abstracting away Irrlicht, SK that eventually we can replace wit with something else.
 

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Re: Will MT always use Irrlicht?

by Calinou » Sun Aug 09, 2015 12:25

Minetest tries to follow the KISS principle, and OGRE does not follow it.

PS: For your game, have you tried Godot? It may be a better idea than writing all your game logic in C++.
 

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Re: Will MT always use Irrlicht?

by hoodedice » Sun Aug 09, 2015 16:28

Calinou wrote:PS: For your game, have you tried Godot? It may be a better idea than writing all your game logic in C++.

pls stahp.
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Re: Will MT always use Irrlicht?

by benrob0329 » Sun Aug 09, 2015 16:33

kaeza wrote:What specific features does Ogre3D have that you feel could benefit Minetest?

Just curious.


Ogre3D has a few that I think would benifit MT, such as per bone animation, better texturing, and such.

Calinou wrote:Minetest tries to follow the KISS principle, and OGRE does not follow it.

PS: For your game, have you tried Godot? It may be a better idea than writing all your game logic in C++.


Hmm, anyone know of a graphics engine that follows the KISS Principle and has nice features?
Im more interested in knowing how to code it than having a nice IDE, but thanks for the sugestion.
 

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Re: Will MT always use Irrlicht?

by FreeLikeGNU » Wed Aug 19, 2015 23:30

hoodedice wrote:
Calinou wrote:PS: For your game, have you tried Godot? It may be a better idea than writing all your game logic in C++.

pls stahp.

Better yet, a minetest themed pinball game written in Godot!
 

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Re: Will MT always use Irrlicht?

by Inocudom » Fri Aug 21, 2015 21:47

benrob0329 wrote:But would MT ever be interested in changing engines? Since everything is mod based and written in its own Lua libraries, it might not be as difficult as a regular game would be.

The impossible is impossible. Every [snip]
(Inocudom's Intuition: >_> That's all [snip])
Last edited by Inocudom on Sat Aug 22, 2015 03:51, edited 1 time in total.
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Re: Will MT always use Irrlicht?

by Ferk » Fri Aug 21, 2015 22:18

The guys from OpenMW had to ditch Ogre3D because it was not flexible enough.

They are gonna use OpenSceneGraph now. After reading the dev blog posts it does look like it seems to have a more efficient design.

I don't think you will find a real "KISS" graphic engine unless you directly use something like SDL2 (specially since you say you are more interested in "knowing how to code it").
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Re: Will MT always use Irrlicht?

by benrob0329 » Sat Aug 22, 2015 00:34

OSG looks like it has good features, but I can't find any GOOD (as in Ogre3D quality) screenshots...
 

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Re: Will MT always use Irrlicht?

by Inocudom » Sat Aug 22, 2015 03:44

I found [snip]
(Inocudom's Intuition: >_> Dude, when will you [snip])
I will be a real man and give my intuition the boot right now!
SLAM!!!
Good riddance to that spirit breaker!

Now, as I was saying, I found something interesting concerning OpenSceneGraph:
http://www.pcl-developers.org/OutofCore-Viewer-using-Open-Scene-Graph-td5707228.html
Now that's a real good achievement for that engine! Oh, if only at least one person made a comment in the following topic that I made concerning voxel octrees:
https://forum.minetest.net/viewtopic.php?f=17&t=13023

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Re: Will MT always use Irrlicht?

by benrob0329 » Sat Aug 22, 2015 03:58

WOW! That looks complicated....

Would OSG be an option for MT?
 

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Re: Will MT always use Irrlicht?

by Inocudom » Sat Aug 22, 2015 12:04

benrob0329 wrote:WOW! That looks complicated....

Would OSG be an option for MT?

Code: Select all
T 1439001551 20<Inocudom>30   What do you know and understand about polygons vs. voxel octrees, RealBadAngel? I heard that there is a sizeable difference in fps, and Cube 2 Sauerbraten proves this.
T 1439001587 20<Inocudom>30   That engine is the only one that I can run occlusion mapping in without any serious reprocussions.
T 1439001589 18<RealBadAngel18>   idk what voxel octrees are
T 1439001650 20<Inocudom>30   RealBadAngel: Voxel octrees are what the Cube 2 Sauerbraten engine is based on. Same with Red Eclipse, Tesseract, and Revelade Revolution.
T 1439001663 18<RealBadAngel18>   but that sounds like different engine
T 1439001677 18<RealBadAngel18>   and thats NOT EASY

RealBadAngel would probably be against an engine change, unless it can be achieved without too much stress/hardship. Of course, I myself would find the results interesting. Your only real option here is to have yourself and your friends port Minetest to OSG yourselves, then show the developers of Minetest the results. Otherwise, as I said before, the impossible is impossible.
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Re: Will MT always use Irrlicht?

by rubenwardy » Sat Aug 22, 2015 12:18

A member of the core team has finished abstracting away Irrlicht, and can now run MT with Orge3D - however it's quite buggy. Lots of work is still needed.
 

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Re: Will MT always use Irrlicht?

by BrandonReese » Sat Aug 22, 2015 15:32

rubenwardy wrote:A member of the core team has finished abstracting away Irrlicht, and can now run MT with Orge3D - however it's quite buggy. Lots of work is still needed.


Quite buggy as in so buggy it's unplayable or quite buggy as in it's playable but so buggy you wouldn't want to play it.
 

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Re: Will MT always use Irrlicht?

by benrob0329 » Sun Aug 23, 2015 04:12

Wait, you mean that there is a working version using Ogre3d???
 

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Re: Will MT always use Irrlicht?

by est31 » Wed Aug 26, 2015 02:56

No, there isn't one, not a working (in the sense of playable, and accessible to players) version. It is true that one dev has made statements into that direction, but he hasn't released code yet, so we can just speculate how well it works or not. He has stated though that its very very buggy.
 

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Re: Will MT always use Irrlicht?

by benrob0329 » Wed Aug 26, 2015 05:05

Hmm, any other options being considered?

I was thinking about learning OpenGL and making a graphics engine myself, though I'm still not sure if I want to take on that task...
 

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Re: Will MT always use Irrlicht?

by est31 » Wed Aug 26, 2015 15:01

The dev said they abstracted irrlicht away, so adding support for a additional engines will be easier once we have support for Ogre3d.
 

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Re: Will MT always use Irrlicht?

by Inocudom » Fri Aug 28, 2015 19:01

benrob0329 wrote:Hmm, any other options being considered?

I was thinking about learning OpenGL and making a graphics engine myself, though I'm still not sure if I want to take on that task...

The only case in which I would recommend doing that is if the resulting engine ended up being based on voxel octrees instead of polygons. Give Cube 2 Sauerbraten's engine a peek sometime.
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Re: Will MT always use Irrlicht?

by Hybrid Dog » Sat Sep 19, 2015 16:51

Some time ago benrob0329 wrote:Kpenguin suggested that Antarctica could be used...

http://supertuxkart.sourceforge.net/Ant ... al_Details
l doubt this is a good idea, the new supertuxkart 9 is extremely laggy, a lot more than when it used irrlicht.

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Re: Will MT always use Irrlicht?

by Inocudom » Sat Sep 19, 2015 16:57

Hybrid Dog wrote:
Some time ago benrob0329 wrote:Kpenguin suggested that Antarctica could be used...

http://supertuxkart.sourceforge.net/Ant ... al_Details
l doubt this is a good idea, the new supertuxkart 9 is extremely laggy, a lot more than when it used irrlicht.

And that engine uses polygons. It is a shame that Super Tux Cart 9 did not consider using (or creating) one based on voxel octrees. Doom 4 shows us that there is some serious potential with them.
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Re: Will MT always use Irrlicht?

by philipbenr » Wed Oct 07, 2015 19:29

I think that we should find a lightweight engine that has the capacity to do some cool effects but isn't a resource hog. I am still running Minetest on my a8 4500m (pretty crappy) and I am getting 30fps pretty consistently, so I am happy with irrlicht. I would like cooler effects because I am going to get a new amazing tower (i7 5820K, 16GB DDR4, X99, r9 390 GPU, etc etc etc) so I can use them, but I am still going to keep this laptop for portability reasons.
 

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