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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Greetings dears!

It's finally time for another monthly update. This time with news about the alpha test as well!

Let's, however, start with the news and new features.

Porting the game to Unity

Due to Oculus killing support for DirectX9 and also the so-called client rendering some time ago, it became obvious that the game needed to be ported to an up-to-date engine in order to keep supporting virtual reality. After careful consideration Unity ended up being the best and obvious choice - it gets the best virtual reality support and is really actively updated.

The porting of the client will likely take around a year so we will be developing both clients side by side until the Unity version catches up. At that point the Irrlicht client will be dropped.

Already after just couple of weeks I can say that the Unity client will add lots of new graphical features and will also run much faster.

The characters will finally get dynamic shadows and cloth physics. It was also possible to add additional dye slots to each item so with the Unity-version, players will be able to apply up to 3 different dyes to each outfit item.

Dynamic shadows in Unity client

Unity also has a nice projected textures support which allows the target forms and ground aligned magic circles to show up correctly rather than clipping with the terrain and prefabs.

Projected textures

So, lots of great updates coming up.

Facial emotions

The updates didn't happen just with the Unity port but the game itself also got quite a bit new stuff. The most notable new feature was the addition of facial expressions. The facial expressions change the face texture to show winking, smiling, blinking etc and they can also detect those emotions from chat messages as long as the emoticon is at the end of the sentence.

Facial expressions

New Mage spells

Mages got a new area of effect spell called the Glacier. It basically summons a huge glacier and tosses it at the target location. Currently the target location is kinda static in front of the player but this will be changed to selectable location in the Unity client.

The Glacier

World Bosses

Support was added for the so called world bosses. These are events that spawn pretty strong monsters to certain locations every some hours. The world bosses will usually take more than a single person to defeat and will have chances to drop rare items. The current world bosses are simply just somewhat stronger monsters but later on the plan is to add real scripted boss monster events similar to those seen in raid dungeons and also invasion events.

World Bosses

Public Alpha Test

The Public Alpha Test is coming up once more during 17th-19th of July. The Account creation has been available for a couple of days already here:

If you participated in either of the previous 2 Alpha tests then your account should still exist. However, there still isn't any way to recover possibly lost password so in case you have lost it, just make a new account.

The download link to the client will be emailed to all the testers before the test so you'll not be receiving it right away. Just make sure to activate the account after creation.

Also, as was mentioned, Oculus has killed DirectX9 support. This means that during the Alpha test the game will be running the old Oculus SDK version 0.4.2. If you will be trying Oculus Rift then you may need to downgrade the driver version back to 0.4.2.

See you all online!

Monthly Update 3/2015

Monthly Update 3/2015

6 months ago Gekkeiju Online: The Beginning 4 comments Report

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

Monthly Update 1/2015

Monthly Update 1/2015

8 months ago Gekkeiju Online: The Beginning 4 comments Report

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

Monthly Update 12/2014

9 months ago Gekkeiju Online: The Beginning 0 comments Report

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

Monthly Update 11/2014

Monthly Update 11/2014

10 months ago Gekkeiju Online: The Beginning 0 comments Report

The month went really fast while getting some missing features ready for the upcoming public alpha test weekend.

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Post comment Comments  (20 - 23 of 23)
FPSGamer Jun 27 2009 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 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 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 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 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 says:

Looks good~
buuut is it nub friendly?

+1 vote     reply to comment
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Released 2009
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