Sury wrote:Yea, i took a look at Irrlicht an year ago, found it useful but limited so i moved over to DX.
As for Ogre, i never tryed it.
I'm always looking for some free library that shorten development time, but it always turns out that doing it on my own is the best choice. I like to know my code like my own pocket and external libraries can be malicoius. I'm using only D3DX, Ogg/Vorbius, Newton and TinyXML. D3DX is doing great job and I knew it weel to trust it, Ogg/Vorbis is todays' standard, TinyXML is a helper library which I could live without and Newton is a library I testes thoroughly before I decided to make a commercial game base on it.
Sury wrote:Anyway i'm doing my own stuff atm.- engine programing/modeling ,and i'm quite happy with DX9, although i do understand that making a decent game from zero by a single person is nearly impossible.
Despite of this i keep trying
Just keep on trying till the end of time
I'm making this racer only with one artist - so there two of us. It's my second commercial game, but first that I like:). I hope I can stay with making games as I like it very much. I wrote almost everything from scratch on my own - sfx management, threaded ogg player, gui, 3d renderer, input management, ai etc. I also made sounds. What was crucial in my opinion - to 'downgrade' things in order to make manageable by one person. This game isn't by any means innovative, comparing it to AAA or BBB titles is a mistake, but there's a market for such games and it isn't to much risk for publisher.
But of course I would like it to be PS/VS 2.0, Dolby surround, 20 tracks and 30 cars, big city with pedestrians, other cars, traffic, accidents etc
Sury wrote:Here's a couple of screens from my engine.
Nice work! And you did it on your own
Sury wrote:P.S.
Sorry for the off topic tomek, i'll move this in a new thread if you want.
Don't worry - stay here if you want