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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My dear friends,
It finally happened: Worlds has been released a week ago! (Yes I know, I'm late; but I REALLY needed some rest.)


Now to the important informations...

> Alpha version
If you've bought the alpha version when it was available, you of course don't have to buy the game a second time.
Send me a message there with your receipt or any other proof of your purchase, tell me if you'd prefer a Humble Bundle or a Steam key, and I'll send it your way!

> Humble Widget and Steam keys
As someone already asked me, I prefer to make this clear: you won't get any Steam key if you buy the game through the Humble Widget! If you're willing to have Worlds in your Steam library, buy it on Steam, or add it to your library by using the dedicated button.

> Any sales?
One last thing, on sales: Worlds won't be on sale before... a long time. So don't worry about seeing the game 75% off right after buying it, it won't happen.

Now... What else could I say? I still need to rest for a while. Or kinda, since I have to provide support, and I still have to wrap up the Linux version; but I'm more relaxed now, and that's great.

And of course... I have another project coming. But we'll see about that in a few years...

A new demo available for Worlds!
Worlds

A new demo available for Worlds!

Worlds 3 comments

A new demo for Worlds just got released! Also contains a gameplay video showcasing the stealth and combat mechanics of the game.

Monthly Update 6/2015
Gekkeiju Online: The Beginning

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Gekkeiju Online: The Beginning 4 comments

The Public Alpha Test sign up has opened. Also lots of new features were added to the game.

New Test Release and Video Blog
Worlds Collide

New Test Release and Video Blog

Worlds Collide

I've uploaded demo version v0.091 with fixes and some more useful AI for anyone interested. Also attached is a video blog showing current status of the...

Monthly Update 3/2015
Gekkeiju Online: The Beginning

Monthly Update 3/2015

Gekkeiju Online: The Beginning 4 comments

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

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Comments  (0 - 10 of 23)
pyirrlicht
pyirrlicht - - 4 comments

Irrlicht is very good game engine.
See my Game Builder based on Irrlicht and Python.

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DraeHD
DraeHD - - 35 comments

Looking to use this to create a game much like ILOMILO's play style, but entirely different :D

Reply Good karma Bad karma+1 vote
bioswat
bioswat - - 198 comments

Why there isnt a game engine where you can easy make models for your games and dont you 3ds max((((((((((((

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anni
anni - - 38 comments

Try blender.
your game will need alot of optimisation but its the most complete open sourse thing out there.
Blender.org
lol i should check the dates ont this posts....

Reply Good karma Bad karma+4 votes
Guest
Guest - - 693,296 comments

Try out Milkshape, easiest editor Ive worked with (Its also cheap to buy) and this engine seems to have support for its file format.

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TheOneandOnly
TheOneandOnly - - 231 comments

Game engine != Editor suite

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MawDrallin
MawDrallin - - 215 comments

I think I can use this to make a certain game i have had in my mind...

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NCC-1701
NCC-1701 - - 439 comments

the license for this is listed as "public domain", so is it legal to make and sell a game in this engine? Or can you only make free games in it?

Sorry if this is a dumb question, but I am very new to this.
thanks

Reply Good karma Bad karma+2 votes
DaFranker
DaFranker - - 110 comments

Take a look at "Star Ruler" by Blind Mind Studios. It should be listed in the "Games" tab on this very profile, in fact. It uses the Irrlicht engine and is a commercial indie game. You can see the actual Irrlicht license here: Irrlicht.sourceforge.net

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Nighttwister
Nighttwister - - 65 comments

looks great.. is this an engien that you would recoment for a first time game maker i have had some experience with game maker and rpg xp..

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bradur
bradur - - 4 comments

I am afraid you shouldn't start working on a game engine yet. Experience with RPG makers or similar isn't enough, as using an engine such as irrlicht you'd need to know quite much about coding itself.

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