The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages. It is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines. We've got a huge active community, and there are lots of projects in development that use the engine. You can find enhancements for Irrlicht all over the web, like alternative terrain renderers, portal renderers, exporters, world layers, tutorials, editors, language bindings for java, perl, ruby, basic, python, lua, and so on. And best of all: It's completely free.

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About Worlds Collide with 1 comment by fishy418 on Jul 21st, 2014

Hi all, I had been holding off from a blog hoping to have a new demo release to go with it but time seems to be dragging on and I keep working on other things but not always fixing the base playability or stability just yet... oh well.

Overall I've added quite a bit since my last blog, including but not limited to: Missiles, post processing effects, turrets, sound effects, started research mechanics, module sizing, mixed planet population races, ship crew race, planet habitability (temp, gravity, atmosphere, etc)... so I've haven't been idle with it. I did quite a few fixes and performance increases too, though probably added a few things that need fixing in the mix there too :)

Here is a quick example of the post processing effect, this hasn't been tweaked at all for stars it looks way better but a bit strong on the ships a planets probably but cool to know what can happen at least

Here is what it looked like without:

Below is what some of the combat can look like now, certainly a lot better than what I start, might do a video later, as it looks better in motion:

Here is another example of missiles but also showing what I hope to do with research, though a lot prettier GUI of course! Basically you choose individual stats to research but each level has diminishing returns but is infinite though going too far wouldn't be worth it. Technically this way can't run out of things to research, also other stats for the same module still get a diminished return so you don't just automatically choose the first 5 level for each stat until it isn't worth the effort anymore you have to choose whats most useful and go for that first. 

Each stat can have a different return so if damage would usually be the best thing to research you can decrease the value of research to make it more of a choice between other stats, Also you wouldn't have all stats available for research with each module but just the most useful ones for that module type, this is all just specified in the techs themselves (I don't want to have 10 choices and really you'd only even pick 3-4 of them)

This is still early stages, but to progress in the the tree itself for new module types, you can have prereqs and what level that prereq must be on, i.e. totally made up but say you want to the 'super mega blaster' you need to research 'mega blaster' MK X first (9 levels of any mega blaster stat) and also could have another prerequisite of "weapon theory" lvl 5 as well. After you have the Super mega blaster you can still continue to research 'mega blaster' if it is still in use and you want to improve it more.

This is all subject to change and testing\balancing of course but is what i'd like in it, would be great to add some tech randomization too but need to do it properly if at all so not planning that feature yet. I'd be happy to explain any more details I may have left out if anyone has questions?


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Guest May 1 2013, 3:55pm says:

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ExonGames Apr 14 2013, 8:26pm says:

What game is that in the video?

+1 vote     reply to comment
FPSGamer Jun 24 2009, 1:30pm says:

I posted this engine and it has a lot of details + it is free...this engine can be posted anywhere as far as you do not claim that you own the software("you must not claim that you wrote the original software")

Here it is the engine's page:

0 votes     reply to comment
leilei Apr 9 2010, 5:47pm replied:

like you have?

+1 vote     reply to comment
FPSGamer Jun 24 2009, 8:31am says:

this guy didn't worked on this page...this engine is good...if you have a great team you can make great games like Half Life 2(eh...not really but close enough of HL2).I read all its features on the SF page and it came with 3 free tools:

irrKlang - 2D and 3D sound engine
irrEdit - 3D world editor and radiosity lightmap generator
irrXML - fast open source xml parser for C++

Here it is the SF page of Irrlicht and where you can download the SDK and these tools:

+1 vote     reply to comment
Armageddon104 May 6 2009, 9:17pm says:

Looks HAWT!

+1 vote     reply to comment
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Released Sep 25, 2004
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