Ogre3d vs Irrlicht revisited

Since my another post comparing this two powerful frameworks is getting really old, I decided that it's time to revisit the topic and post what is new about this comparation and what has been developed since then.
After Revisiting the table I wrote in 2007, I realize that unfortunately, there's not a lot of big changes in it, both engines keep almost the same features, thery´re of course more reliable, stable, and have some new visual effects, which are cool but I won´t talk specifically about them, since I believe it does not represent a big plus at deciding for one or another. I'll try to focus at some points you should consider when evaluating a graphics renderer engine for your software.

Memory leaks

C/C++ programmers usually have problems with memory leaks, and one should known that those tiny bytes lost in you memory can lead to a big crash on your game.
Every time you run your game Make sure to always check if there is no memory leaks in your code , and if your compiler find some leaks, fix it ASAP! Do not let it for later. Later it will be hard to find, and there will be more leaks.
Besides always checking it, try avoiding them.

A little of the math that every game programmer should known PART 1

As always, I don't have much time to write big articles here, so I'm going to write some little ones on my free time (actually, I dont have a lot of free time, but I'll make it) so this site will be moving again.

Well, I'm going to start with one of the basic things.

Finding the distance between two points.

Hardcade Project

I´ve started a master on video game´s creation on october 2008 and for the final project we (my team) should have a great independent game to show! the good news is that we´ve already started designing our game, and to keep you informed about how we are progressing, we´ve created a blog.
See you there!

http://hardcadeproject.blogspot.com/

bom, como a maioria deve saber, comecei um master em criação de jogos e para o projeto final devemos apresentar um jogo feito com nossos braços. Já começamos a trabalhar no design do jogo e para manter todos ligados em nosso progresso, criamos um blog para o projeto. não percam =)

http://hardcadeproject.blogspot.com

Creating a 3d animated low poly character for games Part 2

It took a long time, but finally we have another part of this tutorial, sorry for making you wait, I'm very busy and couldn't update this site. Thank you again Adriano. keep the good work.

let's start!

Creating a 3d animated low poly character for games Part 1

This is the first part of a tutorial about creating a low poly character for games, it was written by Adriano De Regino and the goal it's not to teach how to model the animal here, it's to teach what do you have to concern about it and what tools you have to use when modeling this kind of object.

if you wanna see the intro of the tutorial and some great shortcuts used by the author click here

contact the author through adrianorap@gmail.com
or through comments on this page.

The quickest way to learn how to rotate an object with quaternion within ogre3d

Everyone who is learning game development has a moment in life that will face the quaternion's nightmare.
The Ogre3d engine has a great implementation of it, and using quaternions might be simpler than you think.

3ds Optimize tool

This text is about a very simple and very useful tool of 3dstudio max, I'll be quickly since there is nothing too complex about it, at least in its basics.

the Optimize modifier is used to reach a better mesh with fewer faces, so you can actually simplify your object.

let's do it in practice:

Using Mesh Level of Detail(LoD) within Ogre3d

In game development the use of LoD is very common, I better say that is usually necessary, it doesn't matter how great is the hardware that will run our game, we always want to use more resources that we actually can.

Tags: 

Ogre vs Irrlicht

Are you lost if you're going to use Ogre3D or Irrlicht?
Well, this is a short article where I tried to compare some features of those two engines.