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 7/2014

About Gekkeiju Online: The Beginning with 3 comments by Suvidriel on Jul 31st, 2014

Greetings again dear readers! Hopefully the summer has been wonderful so far.

Lots of things have been going on for Gekkeiju this past month - most importantly the Public Alpha Weekend couple of weeks ago. The added features on the other hand have mostly been related to the Oculus Rift-mode.

Alpha Test

A Public Alpha test weekend was held during 18th and 20th of July although, as some may have noticed, the servers opened already on 17th.

This time the amount of people signing up for the test was relatively small (~70) - no doubt because I didn't make too much noise about the test. However, by the end of the alpha weekend over 50 players had made characters which means much higher rate than during previous tests.

Partying during Alpha Test

The results of the test were really good - several crash issues were fixed and many new ideas and suggestions written down. Huge thank you to all the participants!


The musical instrument-system seemed to be one of the new favorites of many of the testers. This system will likely get some additional work at some point to make it even better.

The next public alpha weekend will be held during January 2015. See you online then!

Oculus Rift-mode chat

A decently usable chat functionality for the Oculus Rift-mode has been a problem for a while since players cannot be expected to see the keyboard while chatting.

At first the plan was to implement a simple qwerty onscreen keyboard. However, typing with that was way too slow. Then it was suggested by an anonymous poster here on IndieDB that something similar to Steam's big picture chat could work. This was implemented so that it resembles old phone SMS-typing. In practice it seemed to perform pretty well although the user interface needs some polishing.

Faster VR-chat

DK2 and SDK 0.4 support

Another big change has been the move to use the latest Oculus Rift SDK 0.4.0 with also preliminary support for DK2. This change also allowed me to rewrite the virtual reality rendering which means that I managed to get SSAO and outlines work with the Oculus Rift-mode as well. However, as I'm copying depth from the backbuffer, this means that in low game window resolutions the quality will drop quite badly so many people may want to keep those effects off.

Another problem with SSAO is that there is a slight difference in how the effect looks between left and right eyes. This may cause issues for some players as well.

Testing with DK2 later on should reveal whether these extra graphical options will be usable or not.

What's next?

The plan until the next public alpha test in January 2015 is to add lots of new content. I'm hoping on almost doubling the amount of quests which should bring the total quest count to somewhere between 50 and 60. This may be enough to cover levels 1-20.

For the next month, however, the main focus will no doubt be the fine tuning of Oculus Rift DK2-support as I should be receiving the device during next week.

Thank you for reading and stay tuned for more news!

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Post comment Comments  (20 - 23 of 23)
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
kitheif
kitheif Jun 27 2009, 2:50am says:

Looks good~
buuut is it nub friendly?
:D

+1 vote     reply to comment
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