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 9/2014

About Gekkeiju Online: The Beginning with 0 comments by Suvidriel on Sep 29th, 2014

Greeted be you amazing readers! A month has passed again very quickly so it's time to let you all know what's going on with the game.

This time the updates have been mostly small but many.

Crafting

The crafting-system was finally implemented for all gathering professions. This means that miner, lumberjack etc are able to collect materials and process them into ingredients used by the other professions.

Crafting partially operational

Armoursmiths and Weaponsmiths were implemented as well. They also got a crafting process system which works like a minigame. Player needs to perform different kinds of crafting actions to try and get the progress-meter to 100% - at the same time making sure the forge's heat doesn't drop too low. The higher the grade-meter the better the resulting item.

There's also different kinds of complications that need to be remedied or they'll affect the crafting.

Blacksmithing

The other professions are still missing their minigames but they'll be quite similar without the heat-meter.

Upgraded GUI

The graphical user interface got a small upgrade with new colors, style and small additions like keyboard button names below skill and item quickslots. This makes it much easier to find the correct key during combat.

Some parts of the GUI still need to be worked on like scrollbar-elements and the old target-display etc.

Quickslot keys

Kyrt Farmlands and New Quests

The building of Kyrt Farmlands continued, and the region is almost finished now. This meant that it was possible to start adding some quest content there already. So far 1 new love story-style quest chain with total of 5 quests has been added and more will follow.

Thunderstorm

The game has had a storm-weather quite long already but without lightning. Now the system will randomly flash and play a thunder sound during the storm. Later on it might even be possible to add some lightning bolt-sprites to the horizon.

Thunderstorm

Music system upgrades

The music system in the game got a slight upgrade with the addition of a new instrument, The Harp. The sounds for Archlute were also redone.

The performance stage in Kyrt was also built a bit further to allow players to hold concerts and other events whenever they want to.

Performance stage in Kyrt

This could allow some player concert event to be held during the next public alpha weekend. More about this nearer to the test.

Coming up next

Since January is nearing by the day the top priority will be addition of new quests. I hope I'll be able to add 15 more quests to reach the planned 30 before the next alpha test. This, however, depends a lot on how much I manage to build the world.

Another important thing is the crafting. Most if not all professions should have their tier 1 recipes available by the next test weekend. This, however, isn't top priority since there's no trading functionality in game yet either.

2 other big features I want to start working on soon are player house furniture system and the player controlled boats. Both systems have been in previous Gekkeijus but they could use some polishing and be made more user friendly.

Have a fabulous autumn and stay tuned!

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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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