RF bested Nebula Device 2!

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Alek
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RF bested Nebula Device 2!

Post by Alek »

I just looked at the "Top 10 Open-source 3d engines" list on www.devmaster.net, and behold - RF reached 5-th place, besting engines like Panda 3d, RealmForge, Axiom, and - last not least - Nebula Device 2, which - for those who do not know - had already been used for at least 5 commercial projects, if not more. Way to go!
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AndyCR
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Post by AndyCR »

wow, thats great - for ease of use, rf would be on top. rf2 based on ogre or irrlicht would easily take first place. awesome stuff, thanks for the info!
Jay
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Post by Jay »

cool... beating Nebula Device 2... 8)
ogre or irrlicht
Irrlicht is very simple to use...haven't tried OGRE...
Everyone can see the difficult, but only the wise can see the simple.
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Sudi
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Post by Sudi »

Ogre seams to have some more advanced fetures and nicer effects as irrlicht but irrlicht is probably the easiest grafics engine ever and i managed to get a almost completly working networkgame....even faster than with rf....so i wouldn't make rf2 with irrlicht isn't worth it irrlicht is already easy enough.
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AndyCR
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Post by AndyCR »

for people who don't know programming, irrlicht is no easier than assembler in their minds. it certainly isn't as fast as rf if you take time to impliment features rf has available to you. by the way, congratulations on your demo! :)

i would choose ogre for rf2 because irrlicht is missing several cruicial features(advanced bone support, normal/parallax mapping on animated objects, ...).
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SithMaster
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Post by SithMaster »

which commercial games did nebula make?
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Alek
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Post by Alek »

SithMaster: http://www.radonlabs.de/nebulagames.html

EDIT: AndyCR: I think that RealityFactory's rendering capability is equal to, or even greater than that of Irrlicht. Anyway, I took a look at OGRE and Irrlicht and all I can say is that both engines appear to be quite intuitive. The major drawback is that when you choose a rendering engine instead of a game engine you're forced to program your own tools in order to create complex 3d scenery. And it certainly doesn't save time. But heck, I was recently shocked to learn that the guy behind "Another World" created the goddamn game by himself, inventing some innovative technology in the process. So you don't always need a huge team to make your own game, provided you have the right tools - and know how to use them.
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