I just found out recently that irrlicht is “not” a game engine, but instead only a render engine (There is a difference), just like OGRE.
I don’t know about CS, but I think that’s only a render engine too, isn’t it?
The Blender Game Engine is going to jump a few lightyears in a year or so. The OGRE render engine is being integreated (Very big deal 'look at ogres site), and also the bullet engine will hopefully be swept of many bugs that currently plague it (The unstable state of the BGE now is mainly due to the bullet engine, because it’s still very young when compared to how long sumo has been around).
Now you don’t have to use the BGE, but:
- Be ready to debug lines and lines of “C/++” code (Let’s just say: “It aint python”)
- Learn the MASSIVE render engine API of the one you will choose to use for your game (Better ones are OGRE and Irrlicht, but it’s no cake walk even with those)
- Write the game engine (Yes, you would actually have to write your own)
- Choose a sound engine
- A network engine
- A physics engine
- Make them all play nice with the renderer (and anything else you might have on the side)With the BGE you don’t have to worry about all of that. When you learn the BGE PY API (Which is easy), the pysics engine, renderer and most importantly the game engine itself will be there automatically. (There is basic sound and network support with the BGE, but If you would like something a little more extensive you can use the pygame modules to enhance things in this area). Not to mention that you don’t have to worry about import/export scripts for your models because you can model + texture anything in blender itself and set it up to run in seconds.
I would recommend waiting for the OGRE integration, and then starting your game with the BGE, unless your team includes a “C/++” wizard who will have no problem with any of the bullet points I stated above. Then I would go with what your trying to do now.