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RF bested Nebula Device 2!

Posted: Thu Dec 29, 2005 11:50 pm
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!

Posted: Fri Dec 30, 2005 12:01 am
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!

Posted: Fri Dec 30, 2005 7:34 pm
by Jay
cool... beating Nebula Device 2... 8)
ogre or irrlicht
Irrlicht is very simple to use...haven't tried OGRE...

Posted: Fri Dec 30, 2005 7:56 pm
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.

Posted: Fri Dec 30, 2005 8:07 pm
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, ...).

Posted: Sat Dec 31, 2005 12:57 am
by SithMaster
which commercial games did nebula make?

Posted: Sat Dec 31, 2005 8:19 am
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.