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 mapping, stencil 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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It's well past the New Year, and we haven't posted in over a month!

You must be thinking we've done lots of everything right?
Well.. yes and no.

Despite delays of either Christmas/New Year breaks, or issues with internet, we've achieved quite a lot in terms of back-end (optimization, shaders, and things that Naz understands but I'll be fondled to know) but either it's not really interesting enough to warrant a picture or a video or Naz is a lazy twat.

We have a rough menu screen now with little squiggly spirits that randomly spawn with different colours and at different sizes. There's also a big bastard that pops up now and then.

Options Menu

Resolution Options

Quality Options

The music for the menu is yet to be completed, however we do have a placeholder track that is top tier, if I do say so myself..

Again. all of this is subject to change and I'll post the tracks with info at a later date.

Until then, see ya soon!

-Jay

Monthly Update 6/2015
Gekkeiju Online: The Beginning

Monthly Update 6/2015

Gekkeiju Online: The Beginning 4 comments

The Public Alpha Test sign up has opened. Also lots of new features were added to the game.

Monthly Update 3/2015
Gekkeiju Online: The Beginning

Monthly Update 3/2015

Gekkeiju Online: The Beginning 4 comments

Lots of new features were added during the past 2 months including trading and clerics.

Monthly Update 1/2015
Gekkeiju Online: The Beginning

Monthly Update 1/2015

Gekkeiju Online: The Beginning 4 comments

It's time for the first update of the year! The past month was really busy with the public alpha test weekend.

Monthly Update 12/2014
Gekkeiju Online: The Beginning

Monthly Update 12/2014

Gekkeiju Online: The Beginning 0 comments

Happy Holidays Xalenians! It's time for December's monthly update with the Alpha Test announcement.

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Comments  (0 - 10 of 23)
pyirrlicht
pyirrlicht

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

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DraeHD
DraeHD

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

Reply Good karma Bad karma+1 vote
bioswat
bioswat

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

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anni
anni

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....

Reply Good karma Bad karma+4 votes
Guest
Guest

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

Reply Good karma Bad karma0 votes
TheOneandOnly
TheOneandOnly

Game engine != Editor suite

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feillyne StaffSubscriber
feillyne

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).

Reply Good karma+1 vote
MawDrallin
MawDrallin

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

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NCC-1701
NCC-1701

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

Reply Good karma Bad karma+2 votes
DaFranker
DaFranker

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

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