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 3/2014

About Gekkeiju Online: The Beginning with 0 comments by Suvidriel on Mar 28th, 2014

Greetings from the sunny Finland dear readers! Hope you're all enjoying the spring as much as I am.

Quite a lot has happened to the game after the previous update. Most importantly there has been graphical changes but also some addition of content.

New post processing effects

For a long time I had wanted to add screen space ambient occlusion (SSAO) and several other effects which required a depth map. This wasn't possible because Gekkeiju was built using DirectX9 so the only option would've been to use multiple render targets which was simply too slow.

However, I finally managed to implement the so called INTZ-hack which allows access of the z-buffer as a texture in DirectX9. Basically this gives the depth information for "free". This allowed me to add SSAO as well as outline everything so not just the characters. The effect is slightly similar to that in for example Borderlands.

Multisampled antialias

After some additional headbanging I also managed to add RESZ-hack which allows the use of multisampled antialias even when reading the zbuffer.

Naturally all of these new effects require much more from the computer so there will be a lot more graphical options that players can switch on/off.

Oculus Rift NPC dialogs

The NPC Quest dialogs were implemented for the Oculus Rift-mode. This means that it is now possible to play through most of the quests in virtual reality. However, shop dialogs etc are still missing.

NPC Dialogs in Oculus Rift-mode

The limited NPC dialog space also means that most texts need to be redesigned. This, however, will also help against the "too long; didn't read"-effect of the NPC dialogs.

Mages

Work on the Mage character class started but lots of things are still missing. So far only the first spell is implemented and even that is missing the casting effect.

Mage spell effects

Most mage spells will get a spell circle opening up during casting. The graphical effect was already implemented but some motion tracking will be required before things can be put together.

City of Kyrt

As all our old player probably already remember, the biggest and busiest hub in the game has always been the Imperial capital, Kyrt. I finally managed to start working on the city even though most of the area between is still missing.

City of Kyrt

This time Kyrt will be around the same size or bigger than in the previous version but there'll be a lot more buildings with small alleys here and there. The biggest change to the city is going to be addition of a harbor. Kyrt has always been near the sea but never had its own port before this.

What's next?

Next I'll likely continue building Kyrt as quite many players are likely hoping on exploring it during the next Alpha Test weekend.

Since it's the spring now I should be able to pack away my kotatsu and free some floor space for motion capturing. This means that there's probably going to be some new motion emotes and possibly motion tracked combat animations.

Thank you for reading and stay tuned!

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Post comment Comments  (10 - 20 of 23)
Nighttwister
Nighttwister Nov 30 2009, 2:05am says:

looks great.. is this an engien that you would recoment for a first time game maker i have had some experience with game maker and rpg xp..

+1 vote     reply to comment
bradur
bradur May 11 2010, 4:04am replied:

I am afraid you shouldn't start working on a game engine yet. Experience with RPG makers or similar isn't enough, as using an engine such as irrlicht you'd need to know quite much about coding itself.

+2 votes     reply to comment
nidawa
nidawa Nov 30 2009, 2:03am says:

looks great

+1 vote     reply to comment
DraeHD
DraeHD Oct 28 2009, 4:01pm says:

Well i found my engine :D

+1 vote     reply to comment
roodtooder
roodtooder Aug 18 2009, 5:32pm says:

Im Having trouble downloading it.

When i click the dowload it just doesnt do anything.

+1 vote     reply to comment
FPSGamer
FPSGamer Jun 30 2009, 2:06pm says:

Yea,well,this isn't for us to take credits...but we don't need a bad image either...I mean..."Look what engine they are using...",that guy didn't even tried to add some details about the engine...

And yes,my group will use Irrlicht engine for games,starting with the new project.

P.S. If you want,you can call this a revival:P

+1 vote     reply to comment
Tottel
Tottel Jun 30 2009, 1:47pm says:

Moddb.com

or is it just being revived?

+1 vote     reply to comment
FPSGamer
FPSGamer Jun 28 2009, 7:49am replied:

Yea...the engine is more used in C++ as I saw.
There are a few tutorials showing you the basics of the engine,maybe you should start with them.
Also here Irrlicht.sourceforge.net are more tutorials.
Hope this will help you.

P.S. My programmers will use this engine for games.Currently...none :))...but I hope there will be someone interested to join us.

+1 vote     reply to comment
kitheif
kitheif Jun 30 2009, 2:01pm replied:

I saw those but It did'nt help me much...
It just show'd me examples of the engines capabilities :]

+1 vote     reply to comment
FPSGamer
FPSGamer Jun 30 2009, 7:29pm replied:

I am sorry but I have no knowledge in programming languages...else I would help you...I am only composing some themes for games...

+1 vote     reply to comment
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Released Jun 23, 2009
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