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 3/2015

About Gekkeiju Online: The Beginning with 4 comments by Suvidriel on Mar 27th, 2015

Greetings Xalenians and happy chocolate egg hunting festival to those who do celebrate it!

Last month's development update was skipped due to time constraints. There was also only 2 features implemented during that time since one of them ended up being a rather huge one.

Trading between players

The big feature that took almost all February was the trading functionality between players. This is the first time ever that Gekkeiju has contained such functionality.

The function allows players to initiate trade with other players and then do a secure exchange of items and money without having to worry about the other party running off with the money or items.



The buyback-functionality was finally added to NPC vendors. Players can now buy back the last 10 items they've sold to the vendors for a limited time. This should help against accidental selling of valuable items.


The Recall-ability has been implemented. This allows players to save a Recall Point by talking to Portal Master NPCs in towns. Usage of the ability will teleport player to the saved Recall Point.

Portal Masters

This ability will be really useful once the distances grow even more.

Sewer dungeon

The public sewer dungeon's map got finished and one of the 3 'wings' in it even got monster spawns. The dungeon is now also linked to the world so players will be able to go explore the place.

Sewer dungeon

The remaining 2 wings will be populated soonish as well.


The Cleric-class is now available in Character Creation. So far they have only 3 abilities available - 1 attack and 2 different heal-spells. More abilities will hopefully get added before the next public alpha test.



Resistances have long been listed in the stats-window but they never showed the values until now. They're secondary stats that will be checked when performing saving throws against effects such as bleeding wounds, poison, corrosive acid burns etc. On succesful saving throws they'll be able to fully negate the effects of certain effects.

Stats tooltips

Tooltips were added to the Character-window's primary and secondary stats. This allows players to easily see how much their primary stats contribute to secondary stats, and how all the stats affect combat, healing etc. This should be a really useful feature for all the minmaxers out there.

Monster classification

Monsters and players are now classified in creature type groups. This makes it possible for example for certain abilities to inflict additional damage against undeads etc.

What's next?

During the next month the work will likely continue on the Clerics and the Sewer Dungeon's monster spawns.

Since there's not too many months left before the next Alpha test some more quest content needs to be added as well. This likely means building the world around Kyrt and adding quests around and inside the town.

Stay tuned!


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Post comment Comments  (20 - 23 of 23)
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 Jun 28 2009, 5:35am replied:

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

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 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 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 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 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
kitheif Jun 27 2009, 2:50am says:

Looks good~
buuut is it nub friendly?

+1 vote     reply to comment
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Released Jun 23, 2009
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