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 6/2014

About Gekkeiju Online: The Beginning with 0 comments by Suvidriel on Jun 24th, 2014

Greetings sunshines!

It's time for a slightly early monthly update since the Alpha Test date has been locked down. These past few weeks have been mostly full of world building but a few lines of code also got in.

Musical Instruments

The previous version of Gekkeiju Online already introduced musical instruments. This time, however, the system works a lot better with support to ABC notation. Only 3 octaves are supported though.

Basically what this means is that players can load up ABC-file and play it using their equipped instrument. Parties also support synchronized playing so party members will be able to play different instrument versions of the song.

If you're interested in getting some ABC-files for the Alpha-test then The Fat Lute is a rather huge library with compatible songs.

Building of Kyrt

Building of Kyrt continued but the city is still far from ready - the castle and harbor market were added this time. The city is now also connected to the rest of the world with a road so it'll be possible to explore it during the Alpha test.

Kyrt Harbor market

Mage tutorial quests

The tutorial quests can now be played through with Mage character class as well. However, most of the quest rewards haven't yet been optimized for magic users. Mages also don't yet have any extra abilities available.

Health bars changed

Health bars used to show only on top of selected target. This, however, did not work too well with action oriented combat so now health bars show up on top of enemies whenever they receive damage.

Health bars

Alpha Test 18th-20th July

The next public Alpha Test weekend will be held during 18th and 20th of July. The plan was to hold it after Oculus Rift DK2 shipped but currently it seems like it's not happening before the test. There's also not enough time to implement support for DK2 even if they happen to ship before the test. However, DK1-mode should work fine.

The account creation-page for the Alpha is already available here. The created accounts need to be activated using activation email that will be mailed after the creation.

Even those who have participated in previous tests will need to make new accounts.

The client-download link will be made available nearer to the test weekend.

Min requirements for the client are:
Windows 7+ 64bit
4gb RAM
Radeon HD 4890+

If you're planning on trying the Oculus Rift-mode then you'll also need a gamepad that has been calibrated in Windows. The Oculus Rift-mode will naturally require the fastest possible hardware you can get.

What's coming next?

Next steps will be mostly bug hunting to make sure the currently available 3 character classes will work during the Alpha.

Some quest dialogs are also still using the old format so at least some of them will be converted to the new one.

See you all online during the Alpha!

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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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Released Jun 23, 2009
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