I remember a time when the topic of a lot of forum posts was Irrlicht vs. Ogre3D. If I recall correctly, Ogre3D was harder to get started with and had a smaller scope (just the scene graph), but was the better of the two 3D scene graph implementations.
skocznymroczny•1h ago
I miss the era of websites like flipcode (archives are still available https://www.flipcode.com/ ), people sharing screenshots of their OpenGL/DirectX engines. Nowadays making a 3D engine is more of a hobby, because you'll never catch up with the big ones.
thegeomaster•1h ago
Well this was a trip down the memory lane. I built a small game on Irrlicht at the time and I remember these discussions also.
Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)
However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.
protocolture•50m ago
Yeah classic haha. I think the Ogre forums especially had quite a few of these comparison threads.
"Ogre3d is a graphics engine, if you want to spend the time to strap a game to it, go for it."
frainfreeze•1h ago
Blast from the past indeed! I ve toyed around with it, Ogre3D and others, finally setting down on P3D. Over a decade ago I maintained unofficial Panda3D Facebook page, and had page analytics track followers count again Ogre3D and Irrlicht Engine pages, trying to surpass them..
monkeyelite•33m ago
In retrospect, I think you are far better off forking Quake rather than messing with these kinds of 2010 projects which attempt to solve all problems, and do none of them very well.
jsheard•28m ago
The problem with forking IdTech is that it's GPL, which is a problem if you ever want to release your game on consoles. The vast majority of new Quake-inspired boomer shooters take the pragmatic approach and just use Unity or Unreal instead.
monkeyelite•24m ago
> which is a problem if you ever want to release your game on consoles
The direction of dependency is from your program to the console specific stuff. You can write a platform library which is linked to your program without releasing that library.
> modern boomer shooters
I didn't say for boomer shooters. It's a general 3D game engine.
> just use Unity, Unreal or occasionally Godot instead of the actual Quake engine.
Because they are popular and familiar, not because they did a serious evaluation.
Also my comment was about Irrlicht/Ogre, etc.
jsheard•21m ago
If you know of an example of GPL code being cleared for release on consoles I'd be interested to hear it because I'm not aware of any. The game Wrath: Aeon of Ruin was built on the original Quake engine, but then they had to spend years rebuilding it from scratch in Unity for the console releases because GPL was verboten.
monkeyelite•12m ago
Maybe you're right. I have not tried this and don't know someone who has.
I am reasoning with the example of DirectX. You should be able to release a GPL program that uses DirectX, even though nobody has the source code for it.
If some version of that is not right, it's impossible to make a GPL windows or Mac UI application.
emmelaich•10m ago
The news page mentions a few games released last year (2024).
jsheard•2h ago
TIL it was actually used in a commercial game (Bugsnax) relatively recently, although the devs said that it will be their final release on the engine.
https://xcancel.com/luthyr/status/1271866001467080705
garaetjjte•2h ago
steve_taylor•1h ago
skocznymroczny•1h ago
thegeomaster•1h ago
Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)
However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.
protocolture•50m ago
"Ogre3d is a graphics engine, if you want to spend the time to strap a game to it, go for it."
frainfreeze•1h ago
monkeyelite•33m ago
jsheard•28m ago
monkeyelite•24m ago
The direction of dependency is from your program to the console specific stuff. You can write a platform library which is linked to your program without releasing that library.
> modern boomer shooters
I didn't say for boomer shooters. It's a general 3D game engine.
> just use Unity, Unreal or occasionally Godot instead of the actual Quake engine.
Because they are popular and familiar, not because they did a serious evaluation.
Also my comment was about Irrlicht/Ogre, etc.
jsheard•21m ago
monkeyelite•12m ago
I am reasoning with the example of DirectX. You should be able to release a GPL program that uses DirectX, even though nobody has the source code for it.
If some version of that is not right, it's impossible to make a GPL windows or Mac UI application.
emmelaich•10m ago