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Crystal Space ready for RTS?
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Topic: Crystal Space ready for RTS? (Read 1737 times)
M.Buro
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Crystal Space ready for RTS?
«
on:
April 11, 2006, 02:08:10 am »
Hello,
I am shopping for a gfx engine to replace
raw-metal opengl code in our RTS game engine
(ORTS). Can Irrlicht handle
- large terrain (1024x1024 mesh points)
- hundreds of (moving) objects
- true fog of war, meaning unexplored terrain
is not just hidden, it isn't known, thus rendered
black and explored but currently not visible areas
are darkened.
- split views (say screen halves, quarters)
?
I haven't seen screenshots of big outdoor scenes yet.
In this setting, why should I prefer Crystal Space over say Irrlicht
or Ogre?
Cheers.
/MB
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allpowerful32
Jr. Member
Posts: 62
Re: Crystal Space ready for RTS?
«
Reply #1 on:
April 11, 2006, 02:15:30 am »
Ogre is actually just a rendering engine, but CS is a complete game-ready engine that includes sound, network(I think - Jorrit, whats the update on this?), and rendering. CS is also has many more features than ogre or irrlicht. One of the few genuine problems with CS is the slightly steep learning curve, but there is a documentation effort underway to correct this. Everything that you mentioned on the features list is supported by CS.
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