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4 of 5
Small changes such as capitalisation for consistency.
Polar
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My Opinion (only for open source 3D engines):

  • Irrlicht:
    • Light 3D engine
    • Clean C++ without dependencies and no STL.
    • Not very well documented but there are good tutorials.
    • Very small so you can customize it easily.
    • No OpenGL 3.X driver, Direct X 10.X or 11.X available in the official SDK.
    • Very good for mobile development;
    • Good community
    • Few extensions available
  • Ogre3D:
    • Big 3D engine
    • It uses modern C++ such as STL, exceptions and RTTI
    • Good documentation (There are published books).
    • Many renderers (OpenGL, DirectX and OpenGL ES...).
    • Ogre3D have many extensions as CEGUI or Bullet integration, Tree nodes...
    • But more difficult to extend Ogre3D if you want something specifics.
    • Big community
    • Many extensions
  • Crystal space: An old design and difficult to use. After few days, I stopped using this engine.
  • Horde3D
    • Small engine
    • Modern design
    • Light community
    • No extensions
  • Blendelf
    • Small engine with some dependencies
    • Modern design with moderns effects as DOF or HDR ...
    • OpenGL only
    • Light community
    • Bullet integration for physics
    • You use lua to pilot this engine3D

TL;DR:

  • For a desktop game (or future commercial game): Ogre3D
  • For a first game: Irrlicht
  • For mobile development: irrlicht (Ogre3D is too big)
  • For sexy effects: Blendelf
Ellis
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