Quote: "Orge3d - every one says use this but it is a graphical engine not a game engine
"
The Source Code of Ogre3D is a bit messy, in other words: I couldn't get as easy as Irrlicht into it. Ogre has more feature, thats a fact.
Quote: "Irrlicht - I think the coding is a bit confusing."
Not as confusing as Ogre3D, imo. It's both OOP (Ogre and Irrlicht), so it's more a matter of taste. A + is that the Source Code of Irrlicht is alot easier to read. One thing you should note is that Irrlicht doens't handle Multithreading too well.
Quote: "Crystal Space - I am downloading it right now so i don't know but it sounds good"
As far as I know it's pretty good, but one thing you should consider is too choose an engine that is well supported by a nice community. Ogre and Irrlicht does a better job on that.
Quote: "particle support
audio
3d bone animation i think it is called
input output by keys/mouse
collision
Large community with many tutorials
easy to understand i.g. dbLoadImage your loading a image
and you get the idea i think."
All support that. And "easy to understand" depends on what you are used to, if you are used to dbLoadImage, I don't see why you couldnt do: driver->getTexture() (example). So say you want a textured object in DarkGDK:
dbLoadObject("sexybabe.x",1);
dbLoadImage("naked.png",1);
dbTextureObject(1,1);
...you would do it like this in Irrlicht:
IAnimatedMesh* mesh = smgr->getMesh("sexybabe.x"); // Loads Model
ISceneNode* node = smgr->addAnimatedMeshSceneNode(mesh); // Makes a node for the mesh
node->setMaterialTexture(0, driver->getTexture("naked.png")); // Makes her nude X-D
+ Irrlicht offers a pretty nice plugin manager for importing and exporting different model types. + It's very flexible in using third party API's, but Ogre3D does both of that too. Both allow you to use DirectX or OpenGL. Irrlicht was out of the box, while Ogre3D was a bit puzzling to get it all too work.
It's up to you.
I hope I gave you a bit more info.
Cheers,
