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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Blog RSS Feed Report abuse Latest News: Monthly Update 3/2015

About Gekkeiju Online: The Beginning with 4 comments by Suvidriel on Mar 27th, 2015

Greetings Xalenians and happy chocolate egg hunting festival to those who do celebrate it!

Last month's development update was skipped due to time constraints. There was also only 2 features implemented during that time since one of them ended up being a rather huge one.

Trading between players

The big feature that took almost all February was the trading functionality between players. This is the first time ever that Gekkeiju has contained such functionality.

The function allows players to initiate trade with other players and then do a secure exchange of items and money without having to worry about the other party running off with the money or items.



The buyback-functionality was finally added to NPC vendors. Players can now buy back the last 10 items they've sold to the vendors for a limited time. This should help against accidental selling of valuable items.


The Recall-ability has been implemented. This allows players to save a Recall Point by talking to Portal Master NPCs in towns. Usage of the ability will teleport player to the saved Recall Point.

Portal Masters

This ability will be really useful once the distances grow even more.

Sewer dungeon

The public sewer dungeon's map got finished and one of the 3 'wings' in it even got monster spawns. The dungeon is now also linked to the world so players will be able to go explore the place.

Sewer dungeon

The remaining 2 wings will be populated soonish as well.


The Cleric-class is now available in Character Creation. So far they have only 3 abilities available - 1 attack and 2 different heal-spells. More abilities will hopefully get added before the next public alpha test.



Resistances have long been listed in the stats-window but they never showed the values until now. They're secondary stats that will be checked when performing saving throws against effects such as bleeding wounds, poison, corrosive acid burns etc. On succesful saving throws they'll be able to fully negate the effects of certain effects.

Stats tooltips

Tooltips were added to the Character-window's primary and secondary stats. This allows players to easily see how much their primary stats contribute to secondary stats, and how all the stats affect combat, healing etc. This should be a really useful feature for all the minmaxers out there.

Monster classification

Monsters and players are now classified in creature type groups. This makes it possible for example for certain abilities to inflict additional damage against undeads etc.

What's next?

During the next month the work will likely continue on the Clerics and the Sewer Dungeon's monster spawns.

Since there's not too many months left before the next Alpha test some more quest content needs to be added as well. This likely means building the world around Kyrt and adding quests around and inside the town.

Stay tuned!


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Post comment Comments  (0 - 10 of 23)
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 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 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 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.
lol i should check the dates ont this posts....

+4 votes     reply to comment
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 Nov 26 2010, 9:40am replied:

Game engine != Editor suite

+6 votes     reply to comment
feillyne Staff Subscriber
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 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 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.

+2 votes     reply to comment
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:

+1 vote     reply to comment
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Released Jun 23, 2009
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