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 10/2014

About Gekkeiju Online: The Beginning with 0 comments by Suvidriel on Nov 2nd, 2014

Greetings fabulous readers!

The monthly update is few days late because time sure flies when there's big features being worked on.

More crafting

Crafting was worked on some more after last update. There's now a component selection which allows players to choose 3 optional components when crafting certain equipment to give them increased stats. The components are crafted by using certain rare dropped items.

Another update to crafting was to add tailors and woodworkers. For now only the tinkers and alchemists are missing. Of course all professions are still missing most of their tier 1 crafting recipes.

Transportation

The big update of the month was the implementation of a transportation-system. This basically means transports that can contain moving player characters while the transport itself is also moving.

Airship over Kyrt

This feature allowed the addition of NPC airships, and later on will also allow the addition of player ships with cannons etc for naval combat. In previous Gekkeijus we've had naval combat as well but the players could never see themselves on the deck nor could they walk around.

Prototyping ships

Dead reckoning

Dead reckoning was slightly fine tuned as well so player movement should look a lot more smoother now. This means smoother and more responsive player movement during PvP-combat as well.

Oculus Rift-mode

I've also started working on the Oculus Rift-mode a bit more. The plan is to make the game startable in Oculus Rift-mode as the switching between normal and VR-mode has become a bit tricky with the new DK2 - this is mainly due to the lack of Direct-to-Rift support in the graphics engine, and the fact that my graphics card is too old to get that mode working. This issue will be addressed next year after hardware upgrade.

What's next?

The work on the Oculus Rift-mode will likely continue for a while longer to get it slightly more user friendly before the alpha test. This will most likely take priority over the addition of more quest content.

Ships work in FPS and Oculus mode

The transportation system will also be worked a bit more to add an NPC airship route around the city of Kyrt - players should be able to try out an airship tour during the alpha.

The alpha test has been mentioned a lot lately, however, the exact date hasn't been decided yet. It'll be posted here during December's monthly update so 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 Staff
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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