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Thread: How easy to use Irrlicht?

  1. #31
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    Re: How easy to use Irrlicht?

    We really can't determine how easy it will be to use, yet. <img src="/center/images/graemlins/wink.gif" alt="" />

    The early, proof-of-concept work was based on MMF 1.5 and there were some limitations to work around.

    There will be many factors based on the newer version, when it is available for testing.

    Of course, there will be some 3D-specific aspects of creating a game that may require some understanding of that genre.

    I can already say that this engine will be far easier to use than any other alternatives out there. Obviously, when you make something Clickable, MMF2 and the extensions do more of the underlying work for you.

    I also feel that their will be enough power and capabilities to make Irrlicht for MMF2 flexible and powerful enough to make some very interesting and enjoyable games. That will make any extra knowledge, and the learning curve, extremely worthwhile for many users.

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    Re: How easy to use Irrlicht?

    We really can't determine how easy it will be to use, yet. <img src="/center/images/graemlins/wink.gif" alt="" />

    The early, proof-of-concept work was based on MMF 1.5 and there were some limitations to work around.

    There will be many factors based on the newer version, when it is available for testing.

    Of course, there will be some 3D-specific aspects of creating a game that may require some understanding of that genre.

    I can already say that this engine will be far easier to use than any other alternatives out there. Obviously, when you make something Clickable, MMF2 and the extensions do more of the underlying work for you.

    I also feel that their will be enough power and capabilities to make Irrlicht for MMF2 flexible and powerful enough to make some very interesting and enjoyable games. That will make any extra knowledge, and the learning curve, extremely worthwhile for many users.

  3. #33
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    Re: How easy to use Irrlicht?

    btw! Question to turboferret <img src="/center/images/graemlins/smile.gif" alt="" />
    Wasnt irrlicht made for mmf 1.5 first but later converted to mmf2 and you now working on the mmf2 version...
    Is it possible for u to make a mmf1.5 version?
    Its not very neccesary but just a question <img src="/center/images/graemlins/wink.gif" alt="" />

  4. #34
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    Re: How easy to use Irrlicht?

    btw! Question to turboferret <img src="/center/images/graemlins/smile.gif" alt="" />
    Wasnt irrlicht made for mmf 1.5 first but later converted to mmf2 and you now working on the mmf2 version...
    Is it possible for u to make a mmf1.5 version?
    Its not very neccesary but just a question <img src="/center/images/graemlins/wink.gif" alt="" />

  5. #35
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    Re: How easy to use Irrlicht?

    The MMF1.5 SDK was limited and it was hard to fit in Irrlicht into MMF1.5.
    The MMF2 SDK removes some limitations so I guess you'll only see it for MMF2 <img src="/center/images/graemlins/smile.gif" alt="" />

  6. #36
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    Re: How easy to use Irrlicht?

    The MMF1.5 SDK was limited and it was hard to fit in Irrlicht into MMF1.5.
    The MMF2 SDK removes some limitations so I guess you'll only see it for MMF2 <img src="/center/images/graemlins/smile.gif" alt="" />

  7. #37
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    Re: How easy to use Irrlicht?

    One of the main limitations of MMF 1.5 was the amount of menu items allowed. They only got round this by making Irrlicht span several extensions - not pretty.
    .:::.Joshtek.:::.

  8. #38
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    Re: How easy to use Irrlicht?

    One of the main limitations of MMF 1.5 was the amount of menu items allowed. They only got round this by making Irrlicht span several extensions - not pretty.
    .:::.Joshtek.:::.

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    Re: How easy to use Irrlicht?

    The example that was showed at the Convention used 5 different extensions (master, mesh, active, texture, Light ) because the number of actions conditions expressions was limited (as Joshtek said). So I guess it won't be released for MMF1.5

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    Re: How easy to use Irrlicht?

    The example that was showed at the Convention used 5 different extensions (master, mesh, active, texture, Light ) because the number of actions conditions expressions was limited (as Joshtek said). So I guess it won't be released for MMF1.5

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