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: Gekkeiju Online Monthly Update 5/2013

About Gekkeiju Online: The Beginning with 2 comments by Suvidriel on May 3rd, 2013

Greetings readers! With the start of May it's time to post a little update about the project.

Since the previous monthly update there has been lots of new things added and worked on.

Oculus Rift

The most important thing that actually happened only few days after the last update was the release of Oculus Rift SDK to public. After that I've been really busy getting Gekkeiju to work with it.

So far the results have been quite good. Gekkeiju supports the Rift's rendering already but some parts need to be worked out and adjusted as soon as I'll get the actual device. Head tracking will also have to wait until then.

Oculus Rift Support

The Rift-mode also includes (at least for now) a "Dive in"-effect similar to those seen in some Virtual Reality-related anime series. The effect can be seen in action in the latest gameplay trailer:

First Person mode and gamepad-support

With the addition of the Rift-mode it became a necessity to have a first person mode (camera inside player's head). This was added and so far the results are quite good. The first person mode seems to work the best with a gamepad and the Rift-mode active.

The main problem is that the first person mode uses the same third person models so sometimes the hands and weapons collide with the camera or block the view.

Combat in first person

New character outfits and weapons

It's been a while since the characters got a new outfit model. This time the addition was a simple long coat. The model is now being used for example with the Imperial Legion-faction's outfit. Another addition was the elven katana which was one of the winners of our past weapon design-competition.

Elven Katanas

Rangers

Last but not least was the addition of Ranger character class.

Rangers are a class geared towards dealing massive amounts of ranged damage. The class is able to use all bows and also dual wield swords, daggers and axes.

Rangers have a focus-combo system for combat. This means that by using certain skills the Ranger will gain focus points. As the points increase, more powerful skills become available. The difference to the usual combo-systems is that the points only reset when the Ranger moves around - so not when the combat ends.

Ranger Class

What will be next

With the summer nearing, it'll be likely that the updates won't be as frequent. However, there are still plenty of things on my TODO-list before the next Public Test day (probably in July) can be organized.

The Oculus Rift-mode will be finished as soon as I get my hands on the development kit. However, this may take several more months.

Other required additions include more skills for Ronins and Rangers since both currently have only 3 skills. The plan is that players will be able to learn new skills every 2-3 levels at least until level 40 or 45.

Eventually I'll also need to implement indoor maps for the game. This will require building a new map editor first since the current one only works with outdoors. In the past Gekkeiju has always used bsp maps which contain precalculated lights. However, I'm hoping on building an editor that allows building the indoors from several pieces similar to how, for example, Skyrim works. This would allow better reusability of resources. However, the indoor-support is not the top priority yet and may not be that until some more months.

Thank you for your time and stay tuned for the next updates!

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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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