This is the team behind the Irrlicht Engine. We are developing the Irrlicht Engine and managing the Irrlicht Community, the websites, the documentation, the wiki and a lot more in our free time. And we don’t get any money for this. If you would like to join the team, please take a look at the FAQ entry.If you have any questions regarding the use of the engine, please post them into the forum. Niko is also running a blog, where he is posting development news of the engine from time to time too.
If you have further questions, send the team members an email. They are getting lots of mails so we would appreciate if you would post your questions into the forum first. But don’t wait to send niko links of related projects or additions and contributions. He is trying to answer mails as fast as he can. So if you didn’t get an answer within a week, it may have been identified as spam by his very agressive configurated filters. Simply resend it, and be sure to include a word like ‘Irrlicht’ or ‘engine’ into the subject.
|Nikolaus Gebhardt – niko; Project Lead
Location: Austria/Vienna; blog;
Niko founded the Irrlicht Engine project in 2002 and for 4 years and 18 releases, he designed and developed it on his own. Still continuing with the ‘iron fist’ project style, the Irrlicht software development is now done team based and a bit more open.
Niko has worked as programmer for several game development companies and has recently switched into the application development industry. With Irrlicht, he is following his passion to create 3D and game related technology in his spare time.
|Christian Stehno – Hybrid; Contribution Coordinator/Developer
Hybrid takes care of submitted bug fixes and feature enhancements from the community either on his patch page, on the SF Trackers, or by integrating stable code into Irrlicht’s development version. He also contributed to the Linux part of Irrlicht and some new mesh file loaders.
|Gareth Davidson – Bitplane; Developer/ Forum admin
Location: England/Southport blog
Gaz joined the Irrlicht team in Jun 2006 but has been well known in the community for contributing lots of enhancements (realtime 3d clouds, grass scene node etc) and bugfixes to Irrlicht for quite some time before this date already. Its great that he joined us to actively improve Irrlicht further.
|Alvaro F. Celis – Afecelis; Community Manager/ 3D Artist
Location: Colombia/Bucaramanga; blog; depot;
Afecelis takes care of the Forum, making sure that he is the only spammer in there. He is known for his useful (video) tutorials and is also the one coming always up with new fantastic realtime 3D scenes set up especially for Irrlicht and is using the engine for architectural visualization, as a tool to show a project to potential customers. Without him, the Irrlicht Engine Community would surely look different.
|Luke Hoschke – Developer
Location: Australia; website
Known from his B3D loader and several other Irrlicht contributions, Luke joined the team to help to improve the skeletal animation system of Irrlicht. Altought he seems to prefer to stay anonymous (see his picture) he now is a regular Irrlicht developer.
|Colin MacDonald – Rogerborg; Developer, Windows etc
After having contributed a lot of code to the Irrlicht project, rogerborg made himself quite known in the Irrlicht community, and we asked him to join us. He accepted and we are quite happy that this excellent Software engineer now helps us improving Irrlicht.
|Michael Zeilfelder – CuteAlien; Developer
Location: Germany/Tübingen; website
Michael has been an active member of the community since 2006 and offered to join the core team three years later. As an independent computer game and VR developer he does use Irrlicht fulltime for his work. Dedicated to use this hands-on experience to further improve the engine he will especially support us in the irr::gui system.
|Patryk Nadrowski – Nadro; Developer
Patryk is our OSX maintainer and beside that he will update the engine with foundations taken in the DX10/11 and OGL3/4 APIs. He studies computer science and psychology. Patryk is interested in the game development industry, especially graphics programming. He is a big fan of open solutions like a Linux, OpenGL, OpenCL etc. In his spare time he likes football, rock’n'roll and war history.
|Ahmed Hilali – BlindSide; Developer
Location: New Zealand;
Ahmed has made a tremendous job on creating extensions for Irrlicht. After several years of using Irrlicht he decided that the lack of shader experts in the dev team has to be remedied. His working area will hence be strongly related to all things around shaders and graphics effects. So let’s go next-gen with BlindSide.
|Dean Wadsworth – Varmint; Developer, Mac OS port Maintainer
Location: Canada/British Columbia
Dean joined the team after we announced that we needed a mac os maintainer because the project has grown so big that no one of us had the time to do this additionally. Dean then created a Irrlicht 1.4 mac os package in record time and sent us the link. Short story: We were impressed and asked him to join our team and we are glad he did
|Thomas Alten – Ing. Apfelbaum; Developer
Ing. Apfelbaum joined the Irrlicht Engine team by creating the apfelbaum software rasterizer. As professional game development veteran, he is specialized in programming every crazy piece of hardware and squeezing the last little bit of performance out of it.
|Jam – Forum Moderator
Jam takes care of moderating the forums and keeps them clean from those evil spammers.
|John Goewert – saigumi; System and Forum Admin
Location: USA/Saint Louis
With his huge technical knowledge, Saigumi did lots of contributions to Irrlicht. He writes tutorials, is helping with the administration of the forum and is also the maintainer of the Irrlicht Wiki.
|Because the engine is based on some other very useful libraries, and a lot of people have been supporting the engine in different ways, I want to say thank you to you all. Here is a (hopefully complete) list of these people. Thank you very much for supporting the engine! (Did I forget anyone? Just send me a mail.)|