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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It's well past the New Year, and we haven't posted in over a month!

You must be thinking we've done lots of everything right?
Well.. yes and no.

Despite delays of either Christmas/New Year breaks, or issues with internet, we've achieved quite a lot in terms of back-end (optimization, shaders, and things that Naz understands but I'll be fondled to know) but either it's not really interesting enough to warrant a picture or a video or Naz is a lazy twat.

We have a rough menu screen now with little squiggly spirits that randomly spawn with different colours and at different sizes. There's also a big bastard that pops up now and then.

Options Menu

Resolution Options

Quality Options

The music for the menu is yet to be completed, however we do have a placeholder track that is top tier, if I do say so myself..

Again. all of this is subject to change and I'll post the tracks with info at a later date.

Until then, see ya soon!

-Jay

Monthly Update 6/2015
Gekkeiju Online: The Beginning

Monthly Update 6/2015

Gekkeiju Online: The Beginning 4 comments

The Public Alpha Test sign up has opened. Also lots of new features were added to the game.

Monthly Update 3/2015
Gekkeiju Online: The Beginning

Monthly Update 3/2015

Gekkeiju Online: The Beginning 4 comments

Lots of new features were added during the past 2 months including trading and clerics.

Monthly Update 1/2015
Gekkeiju Online: The Beginning

Monthly Update 1/2015

Gekkeiju Online: The Beginning 4 comments

It's time for the first update of the year! The past month was really busy with the public alpha test weekend.

Monthly Update 12/2014
Gekkeiju Online: The Beginning

Monthly Update 12/2014

Gekkeiju Online: The Beginning 0 comments

Happy Holidays Xalenians! It's time for December's monthly update with the Alpha Test announcement.

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Post comment Comments  (10 - 20 of 23)
Nighttwister
Nighttwister

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..

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bradur
bradur

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.

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nidawa
nidawa

looks great

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DraeHD
DraeHD

Well i found my engine :D

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roodtooder
roodtooder

Im Having trouble downloading it.

When i click the dowload it just doesnt do anything.

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FPSGamer
FPSGamer

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

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Tottel
Tottel

Moddb.com

or is it just being revived?

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FPSGamer
FPSGamer

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

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kitheif
kitheif

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

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FPSGamer
FPSGamer

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.

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kitheif
kitheif

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

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FPSGamer
FPSGamer

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

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