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 1/2015

About Gekkeiju Online: The Beginning with 4 comments by Suvidriel on Jan 28th, 2015

Greetings Xalenians! It's time for the first update of the year!

The past month was really busy with the public alpha test last weekend but some new features also got added.

Alpha Weekend results

The Public Alpha weekend went really well and the results were beyond expectations.

Players seemed to enjoy the musical instrument system probably the most once again with some players holding over 4 hours long musical concert. The new crafting-system also seemed to receive good feedback.

During Alpha Test

Lots of bugs were written down as well and will be worked out during the next months.

Huge thank you to all the testers!

Chat size adjustments

Several players asked already during the previous test but now also during this one that the chatbox size should be adjustable.

Adjustable chat box

This change was added already during the alpha test weekend. It's now possible to resize the chatbox to quite huge size.

Sewer dungeon

The work on a new sewer-type dungeon started as well. The dungeon will likely be placed under the city of Kyrt. It'll be public-type dungeon so not instanced.

Sewer dungeon

The plan is that the dungeon will include several boss monsters as well as a possible entrance to the first raid instance dungeon.

Vendor updates

The NPC vendors got slight updates. It's now possible to sell items by right clicking them in inventory while the shop dialog is open.

The shop dialog will also now always ask the quantity to be sold when selling a stack of items.

More resources

The amount of resource nodes around the Greenwoods starter region was increased a lot. This should make it somewhat easier for new players to gather resources for crafting.

What's next?

The next thing will likely be to first work out most of the bugs that were found during the alpha test.

Once bugs are out of the way, the development will continue on trading-functionality as well as adding buyback-option to npc vendors.

Work will also resume on the sewer dungeon to include it in game as soon as possible.

Thanks 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

+2 votes     reply to comment
DraeHD
DraeHD Oct 28 2009, 4:01pm says:

Well i found my engine :D

+2 votes     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 27 2009, 7:29am says:

what is nub?...srry I don't speak so good english and I don't understand that part:|

+1 vote     reply to comment
kitheif
kitheif Jun 28 2009, 5:35am replied:

Oh I ment is it easy for unexpeirienced game developers :]

Ps-
I'v Checked out the Engine and I like what I saw,
I just did'nt know were to start and got confused :D

+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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