Already checked it out. Seems that its only 32 bit, and only supports windows XP. That kind of worry's me
Currently it is DX9C, but DX11 drivers under development. I have downloaded the latest that is under development and currently the only issue is with the shader pipeline. And irrlicht provides 32 bit libraries, I have already made 64 bit, and they work. Issues is with DDS, but will deal with that when we get to it. I have a base structure loading models and textures, and I am on Windows 7 64 bit, so irrlicht works fine. The backup plan, is to rip Irrlicht out and do the DirectX 11 ourselves.
Firing arcs will be determined in code. To clarify each weapon type will have a firing arc. The game physics will then determine if the weapon can fire or not. With the vector to the target, and the base direction vector of the weapon, a quick dot product gives us the angle between.
There is actually a particle effects tool that works with irrlicht. CopperCube 3D. But, we can also just use raytrace and generate a "beam" and used different shaders.
Which is something to look at. Seems to be we are putting alot in model code and or textures that can be handled by shaders. We will have the ability to use Shader 4, so thee is alot we can do that older games never could. Shaders are developed in code, and using parameters we can alter the characteristic. For example one shader can handle beam weapons and by altering parameters we alter how the beam looks.