||This article includes a list of references, but its sources remain unclear because it has insufficient inline citations. (December 2008)|
|Developer(s)||Nikolaus Gebhardt et al.|
|Stable release||1.8.2 / 30 August 2015|
|Operating system||Cross-platform: Microsoft Windows, Linux, Mac OS X, Windows CE|
Irrlicht (pronounced [ˈʔɪɐ̯lɪçt] in German) is an open source game engine written in C++. It is cross-platform, officially running on Windows, Mac OS X, Linux and Windows CE and due to its open nature ports to other systems are available, including FreeBSD, Xbox (up to 1.8.1), PlayStation Portable, Raspberry Pi, SymbianOS, iPhone and Google Native Client.
Irrlicht is known for its small size and compatibility with new and older hardware alike, a shallow learning curve and a large friendly community.[unreliable source?] Unofficial bindings for many languages exist including .NET, Java, Perl, Ruby, Python, FreeBASIC, Lua, Delphi, C++Builder, AutoIt and even Game Maker, though most of them have been unmaintained for more than five years.
Irrlicht's development began in 2003 with only one developer, Nikolaus Gebhardt. Only after the 1.0 release of Irrlicht in 2006 did the team grow to currently ten members, most of them being developers.
"Irrlicht" is a common German term for a will-o'-the-wisp.
Irrlicht supports 3D rendering via OpenGL, DirectX 8, 9, and 11 (with DirectX 11 extension), and internal software rasterizers. DirectX 8 will not be supported after 1.8.1, effectively ending support for Xbox. External renderers and windowing systems plug in through simple interfaces, giving rise to community-made SDL, iPhone and SymbianOS devices. The engine comes with a library of standard material renderers, allowing fallback materials where user hardware is unable to handle advanced techniques. New materials can be added to the engine at run-time, allowing users to write their own as required. In addition to legacy fixed-function pipeline materials, programmable Pixel and Vertex Shaders (1.1 to 3.0 and 4.0 using GLSL), ARB Fragment and Vertex Programs, HLSL, Cg and GLSL materials are supported.
Irrlicht supports many file formats. It will load and display 3ds Max files, Quake 2 MD2 Models, Wavefront .obj objects, Quake 3 .bsp maps, Milkshape3D objects, and DirectX .x files. Additional format loaders have been written as external plugins. Lights, cameras and 3D objects are managed as a tree of 'Scene Nodes', arbitrary groupable entities linked together in a scene graph. These nodes are responsible for their own behaviour, but can also be managed by animators, each other, or manually by the user.
A large number of built-in node types exist and can be used together to make complex indoor and outdoor scenes. New nodes are trivial to make and can be added at runtime; many additional node types are available from the community. Node types packaged with Irrlicht include a terrain renderer and sky domes/boxes for outdoor rendering, BSPs for indoor rendering, bone based animated meshes, stencil shadows, billboards and particle systems, water surfaces and primitives.
A skinnable 2D GUI is available, supporting many controls and the ability for users to plug in their own (or community made) custom widgets at runtime. Irrlicht's internal event system provides mouse, keyboard, joystick and GUI events without having to rely on additional libraries.
Filesystem access is abstracted allowing platform-independent file and folder access, and transparent access to files within ZIP archives. Other I/O features include an XML reader and writer, the ability to take screenshots, manipulate images and meshes and then save them in several different file formats.
Irrlicht's provides support for simple collision detection including mouse picking, but users are advised that this is not intended as a replacement for a full featured physics engine.
Irrlicht was designed to be able to load and save the current scene to an XML file; this combined with the engine's open-source licensing model has attracted various programmers and developers to create world editors for Irrlicht to simplify the world-creation process. One such example is the irrEdit world editor, developed by Nikolaus Gebhardt and other members of the company Ambiera. IrrEdit contains a radiosity lightmap generator and a scripting interface using Squirrel scripts.
Since Irrlicht does not support sound by itself, Ambiera has also developed irrKlang, a non-free, proprietary audio library with an API similar to Irrlicht. Being developed by the same group, irrEdit supports the use of sounds in levels made by irrEdit for use with irrKlang-enabled compiled DLLs. Also among Ambiera's creations is irrXML, Irrlicht's XML parser.
More extensions can be found in the Irrlicht forums and in the irrExt project, a side-project of Irrlicht for special purpose add-ons.
There are also some new technologies in forums such as Deferred shading or Shadow mapping. Many users contribute extensions such as Compute Shaders (OpenGL 4.3) and Tessellation Shaders (Shader Model 5.0).
Projects employing Irrlicht
- Amulet of tricolor, a 2D game
- Bolzplatz 2006 by Xenoage Software, a soccer game
- Eve, a robot simulator by the Biologically Inspired Robotics Group (BIRG) at the Swiss Federal Institute of Technology in Lausanne.
- Galactic Dream: Rage of War, a commercial space strategy game by Evolution Vault
- Gekkeiju Online, a gratuitous fantasy multi user role playing game
- H-Craft Championship, an open source SciFi racing game
- Minetest, an open-world-game similar to Minecraft
- Octodad: Dadliest Catch, a comedic octopus simulator
- Sokoban Challenge, a 3D remake of the classic puzzle game Sokoban for Android
- SuperTuxKart (since version 0.7), a 3D kart racing game; since version 0.8.2 STK used a heavily modified version of Irrlicht called "Antarctica"
- "LTE Game Engine". Ltestudios.com. Retrieved 13 November 2011.
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- "Irrlicht on Google Native Client". Irrlicht.sourceforge.net. Retrieved 4 June 2012.
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- "IrrRuby". Irr.rubyforge.org. Retrieved 13 November 2011.
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- "IrrLua, A Lua front end to Irrlicht". Irrlua.sourceforge.net. Retrieved 13 November 2011.
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- "Interview with the Irrlicht founder". Linuxdevcenter.com. 9 October 2008. Retrieved 13 November 2011.
- "Development team members". Irrlicht.sourceforge.net. 14 February 2006. Retrieved 13 November 2011.
- "Removing DX8, CG and WinCE from Irrlicht". Retrieved 13 August 2015.
- Irrlicht features on Freashmeat
- "Official website of the irrEdit Scene editor". Ambiera.com. Retrieved 13 November 2011.
- "Antarctica engine".
- Irrlicht review at heise.de (paywalled)
- Using Irrlicht with Java at Bright Hub
- Irrlicht how-to in Linux Journal (April 2009)