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 11/2014

About Gekkeiju Online: The Beginning with 0 comments by Suvidriel on Dec 1st, 2014

Greeted be all you fabulous reader friends! It's time for a slightly delayed November monthly update.

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

Airship route

A temporary airship route was added for sightseeing purposes. The flight starts at Kyrt Farmlands and flies through the whole currently existing world. Players will be able to try this during the alpha test.

Airships also got a small update to allow playing of player instruments while on board.

Major stability fix

For several years now the game has suffered random crashes. The issue was finally found and fixed. Not only did it solve the random crashes but also decreased the memory footprint of the game. This should make playing much more enjoyable.

First dungeon

The first dungeon was finally added. It's a really small scale public cave dungeon with a mini boss. Bigger sized instance and raid dungeons will be added later on.

First dungeon

Oculus Rift updates

The Oculus Rift mode got some more work to make the game startable in VR-mode. A bit more work will be required to actually add a "Play in VR-mode"-button to the launcher.

Character selection in VR-mode

Update to the latest Oculus Rift SDK introduced somewhat smaller FOV and weird outlines around each view - it's possible that the previous version of the SDK will be used for the alpha until Oculus fixes the bug.

Spell circles

The mage spells finally got a spell circle effect that shows when the spell is executing. Currently the effect is used by the Flame blast-spell.

Spell Circle opening

The Public Alpha Weekend

January is almost here which means that the public alpha test is nearing. The date has been set already but the account creation won't be available until the next monthly update.

So for now mark down 23rd-25th of January 2015 and stay tuned for the account creation page.

What's next?

There's still quite a lot of things on my todo-list before the alpha test so some things need to be prioritized. Most work will likely be directed towards getting the account creation system operational and hopefully with password recovery-function so that previous alpha testers will be able to use their existing accounts.

Now that we have the first dungeon in game I want to add a couple of quests related to it. This may or may not happen before the alpha as it requires quite a lot of time.

Another rather big thing on the todo-list is addition of more crafting recipes. Currently most professions have at least 1 recipe but it'd be better if most had tier 1 almost finished.

The Oculus Rift-mode also requires some more user friendliness as this is our first alpha test using the DK2-support. It's very likely that those willing to test the Oculus Rift-mode will still need to read a readme-file to get things working.

Happy Holidays and a very amusing new year! Also 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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