Irrlicht engine...

xezno

Member
This may seem strange, but has anyone thought about Irrlicht yet? It runs~20fps on that laptop of mine, using Direct3D 9, so it should be technically good for making... Say... A project bringing back TSO? Not that I have *much* against XNA, but... It's cross platform, but it's in C++... I made a character renderer using it but quickly dropped it (it can only read md2 files and b3d / 3ds.)
 
I think is not possible becuase that engine features 3d, it cannot be implemented in the sims or tso.
 
I made a character renderer using it but quickly dropped it (it can only read md2 files and b3d / 3ds.)

You're not going to find an engine capable of loading TSO meshes and animations out of the box. You can take Andrew's loading code (which is essentially C, despite the fact that he likes to pretend it is actually C++) and hotwire it to whatever engine you want, but it requires some programming knowledge and knowledge about the engine in question.
I was originally working on a C++ version of TSO, using SFML. I would recommend it, it has everything you'll need: OpenGL-support, window-module, audio-module, networking-module and even its own threading code!
 
xezno said:
The projects are making a new engine, though

No, we're not. At least I'm not. I'm using XNA and eventually Monogame. The Irrlicht engine focuses on 3D rendering, and has a GUI system, but not things like networking, audio and threading. These are all important things you'll be needing - but more importantly, The Sims and TSO are essentially 2D games.
I'd say what you need is more of a framework than an engine, and SFML is just that. You could also go for SDL - it has window management, threading and audio, and can be used with OpenGL or DX, but lacks networking.
 
I'm "making my own engine" in that I'm using no libraries like three.js, however Javascript already comes with a ton of useful features such as image decoding, audio playback, canvas etc. I'm using glmatrix to help with matrix math.
 
Afr0 said:
I made a character renderer using it but quickly dropped it (it can only read md2 files and b3d / 3ds.)

You're not going to find an engine capable of loading TSO meshes and animations out of the box. You can take Andrew's loading code (which is essentially C, despite the fact that he likes to pretend it is actually C++) and hotwire it to whatever engine you want, but it requires some programming knowledge and knowledge about the engine in question.
I was originally working on a C++ version of TSO, using SFML. I would recommend it, it has everything you'll need: OpenGL-support, window-module, audio-module, networking-module and even its own threading code!
Thanks Afr0!
 
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