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.

The features of the Irrlicht Engine include:

  • High performance realtime 3D rendering using Direct3D and OpenGL [more]
  • Platform independent. Runs on Windows, Linux, OSX, Solaris, and others.[more]
  • Huge built-in and extensible material library with vertex, pixel, and geometry shader support [more].
  • Seamless indoor and outdoor mixing through highly customizeable scene management. [more]
  • Character animation system with skeletal and morph target animation. [more]
  • Particle effects, billboards, light maps, environment mappingstencil buffer shadows, and lots of other special effects. [more]
  • Several language bindings which make the engine available to other languages such as C#, VisualBasic, Delphi, Java …
  • Two platform and driver independent fast software renderers included. They have different properties (speed vs. quality) and feature everything needed: perspective correct texture mapping, bilinear filtering, sub pixel correctness, z-buffer, gouraud shading, alpha-blending and transparency, fast 2D drawing, and more.
  • Powerful, customizeable, and easy to use 2D GUI System with Buttons, Lists, Edit boxes, …
  • 2D drawing functions like alpha blending, color key based blitting, font drawing, and mixing 3D with 2D graphics.
  • Clean, easy to understand, and well documented API with lots of examples and tutorials.
  • Written in pure C++ and totally object oriented.
  • Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), Blitz3D (.b3d), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)…
  • Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx).
  • Fast and easy collision detection and response.
  • Optimized fast 3D math and container template libraries.
  • Directly reading from (compressed) archives. (.zip, .pak, .pk3, .npk)
  • Integrated fast XML parser.
  • Unicode support for easy localisation.
  • Works with Microsoft VisualStudio, Metrowerks Codewarrior, Bloodshed Dev-C++, Code::Blocks, XCode, and gcc 3.x-4.x.
  • The engine is open source and totally free. You can debug it, fix bugs and even change things you do not like. And you do not have to publish your changes: The engine is licensed under the zlib licence, not the GPL or the LGPL.
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Blog RSS Feed Report abuse Latest News: Monthly Update 8/2014

About Gekkeiju Online: The Beginning with 0 comments by Suvidriel on Aug 29th, 2014

Greetings from the autumny north dear readers! August is almost over so it's time for a monthly update.

This time the top priority was addition of new content.

Lots of new Quests

During the past month 10 new quests were added into the game, bringing the total quest content to 42 quests. This also meant addition of several new locations into the game.

Several new quest-types were also implemented which should add nice variation and decrease the feel of forced quest grinding.

Lumbercamp

The plan was to add 30 new quests before the next Alpha test in January so still 20 more to go.

Kyrt Farmlands

Work on Kyrt Farmlands was also started. This region will be relatively big area surrounding the Town of Kyrt. There's lots of farm houses and also Small and Medium Land Lots for Player Houses - a good location to set a store.

Kyrt Farmlands

Oculus Rift DK2 support

The Oculus Rift DK2 support was finished to some degree. Currently Gekkeiju Online requires the Oculus Rift to be used in Extended-mode. This allows the game to be played in windowed mode in the primary display, and Alt+Enter will make the game go fullscreen to monitor 2 which in this case will be the Oculus Rift.

The downside with this approach for now is that to get the best VR-resolution, the primary display should be able to use the same resolution in windowed as the Oculus Rift in fullscreen - so at least 1920x1080 in Windowed-mode.

It's very likely that later on the login screen and character creation/selection will also be implemented in VR-mode so players will be able to start the game in VR-mode without actually having to switch to non-VR mode.

Another downside seems to be that the outlines and SSAO-effect suffer from slight artifacts in VR-mode. You may see the effects differently between eyes. Due to this reason it's probably best to turn those 2 effects off for the VR-mode.

World Map

World Map-support was also added to the game. The map-window will show map of the current region, and later on it'll be possible to zoom out all the way to the map of the whole realm.

Map of Greenwoods

So far only the Greenwoods-region map has been added but the New Empire's map will likely get in as soon as more content gets added.

The map will also later on show locations of party members so it'll be easier to find out where everyone is.

What's next?

Next additions are likely going to be even more quests as soon as the Kyrt Farmlands get enough buildings to host some NPCs.

The Oculus Rift-mode's user interface may also get a facelift at some point since I learned some new tricks during the Ludum Dare #30.

Thanks for reading and stay tuned!

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Post comment Comments  (0 - 10 of 23)
pyirrlicht
pyirrlicht Feb 24 2013, 6:20am says:

Irrlicht is very good game engine.
See my Game Builder based on Irrlicht and Python.

+2 votes     reply to comment
DraeHD
DraeHD Nov 23 2011, 6:43am says:

Looking to use this to create a game much like ILOMILO's play style, but entirely different :D

+1 vote     reply to comment
bioswat
bioswat Aug 6 2010, 12:49pm says:

Why there isnt a game engine where you can easy make models for your games and dont you 3ds max((((((((((((

+1 vote     reply to comment
anni
anni Mar 6 2011, 12:30pm replied:

Try blender.
your game will need alot of optimisation but its the most complete open sourse thing out there.
Blender.org
lol i should check the dates ont this posts....

+4 votes     reply to comment
Guest
Guest Nov 18 2012, 7:04pm replied:

Try out Milkshape, easiest editor Ive worked with (Its also cheap to buy) and this engine seems to have support for its file format.

0 votes     reply to comment
TheOneandOnly
TheOneandOnly Nov 26 2010, 9:40am replied:

Game engine != Editor suite

+6 votes     reply to comment
feillyne
feillyne Jun 12 2011, 5:04am replied:

Game engine != Editor Suite without an engine
Blender == Editor Suite WITH an engine

Blender Game Engine - you have a modelling program along with an engine. Plus video editing (if you'd like to make films and trailers).

+1 vote     reply to comment
MawDrallin
MawDrallin Jun 28 2010, 11:39am says:

I think I can use this to make a certain game i have had in my mind...

+1 vote     reply to comment
NCC-1701
NCC-1701 Jun 1 2010, 12:22pm says:

the license for this is listed as "public domain", so is it legal to make and sell a game in this engine? Or can you only make free games in it?

Sorry if this is a dumb question, but I am very new to this.
thanks

+2 votes     reply to comment
DaFranker
DaFranker Dec 11 2010, 5:52pm replied:

Take a look at "Star Ruler" by Blind Mind Studios. It should be listed in the "Games" tab on this very profile, in fact. It uses the Irrlicht engine and is a commercial indie game. You can see the actual Irrlicht license here: Irrlicht.sourceforge.net

+1 vote     reply to comment
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Released Jun 23, 2009
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