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News Archive
This page contains all old entries of the news page. It is quite big and might need some time to load.
Jun-13-2007 T-Shirts available

Ever wanted a shirt with an Irrlicht Logo on it? Or ever wanted to support the Irrlicht Engine development? That's now finally possible: Go to the Shops (there are two: an European and an American, to reduce shipment costs for you).
There are various Irrlicht, irrKlang, irrEdit and Ambiera shirts to choose from. For each shirt sold, we get something between 3 and 4 euro, which we will invest into hardware, software, books and similar.

Jun-04-2007 irrKlang 0.9 and irrKlang pro released

irrKlang 0.9, the free audio library and irrKlang pro has just been released. New: Support for DirectSound8, sound effects (echo, reverb, flanger etc), doppler effects, sound frequency/playback speed, sound events and more. 'irrKlang pro' is now also available as version for commercial licensing. See the related blog entry for details and background.

May-20-2007 Bunch of news

Here are several irrlicht related news:

  • Pyrr is a new python wrapper for Irrlicht 1.3. Added to the langauge binding list.
  • Solar model is a realtime modeling of a solar system. It renders a beautiful 3D space environment using Irrlicht. Added screenshots to the screenshots page.
  • CivilFEM is a commercial Civil Engineering program. In the part 'CivilFEM Structural Designer', Irrlicht is being used ad 3D engine. Also added to screenshots page.
  • Ilham Abiyasa Suhardi created 'Tokusatsu Agent' a 3D platformer game featuring super-deformed anime characters. You can download the game (including the source code).
  • irrKlang 0.8.1, the free 2D/3D audio library has been released, it is now compatible also with irrlicht 1.3.
Apr-27-2007 irrEdit 0.7 released

We just released version 0.7 of irrEdit, the free lightmap generator and world editor for Irrlicht. It is now compatible with Irrlicht 1.3, supports terrain scene nodes and has the ability to show, edit and store custom scene nodes via plugins.

Apr-12-2007 More releated projects

Here is a list of new irrlicht releated projects and updates of them:

In other news: The official Irrlicht Engine wiki now has a lot more content, thanks to all. We are already working on the next version of Irrlicht and irrEdit, currently.

Mar-16-2007 Irrlicht 1.3 released

We just released version 1.3 of the Irrlicht Engine. The following new features can be found in the SDK:

  • Improved font support: Anti aliasing, alpha channels, different character sets, and a new font tool
  • Enhanced GUI system: serialization, a first version of a GUI editor, element alignment, tool tips and more
  • BurningVideo (the 2nd Software Rasterizer) speed improvements and new features: VertexCache, Bilinear Dither, Clipping test, ...
  • Several speed enhancements
  • A lot of API breaking changes (for example to ISceneNodes and Materials), so be careful when updating
  • Literally hundreds of bug fixes

For a detailed list of changes, please see changes.txt. You can download the package from the download page.

Mar-03-2007 jirr 0.9 for Irrlicht 1.2 and irrKlang 0.5 released

jirr, a binding making Irrlicht 1.2 usable in java has just been released in version 0.9 by Stefan Dingfelder.
In addition, Stefan is already working on jirrklang, a java binding for irrKlang, the free 3d audio engine, a demo can be already seen/heard in the techdemo of jirr. And if this would not be enough: A new release of irrklang (0.5) including several new features such as Linux support has been released as well now on ambiera.com.

Feb-11-2007 Irrlicht Wiki and several updates
We are providing now an official Irrlicht Engine wiki. It is empty yet, please help us to fill it. It also contains readonly access to development plans and internal discussions of the Irrlicht Engine team. Background: The wiki at irrforge.org is down for some time now and altough some very helpful people provided alternative wikis for Irrlicht, we now decided to host it ourselves to prevent the history from repeating itself.

Other news:
  • We did several updates to this website, also providing a page with tools like irrKlang and irrEdit now.
  • Two updates to irrKlang have been released in the mean time, and we are working on a irrKlang Linux port currently and of course on the next release of Irrlicht.
  • During the last months, a lot of new projects have been created using Irrlicht. Lee Zhi Eng made a list of them, thanks a lot. Here is a short version of it:
Sorry for the long time lacking updates, the situtation will improve soon, starting with this entry.
Nov-29-2006 Irrlicht 1.2 released

We just released version 1.2 of the Irrlicht engine. Here is a short overview of what you'll find in the package:

  • Sun Solaris/SPARC support
  • improved .3ds, OGRE .mesh, .ms3d and COLLADA loaders
  • hardware texture coord manipulation and non-power-of-two texture support
  • possibility to run Irrlicht on Linux servers without X11
  • additional new UI skin
  • speed optimizations (FPU)
  • basic mipmap support for software driver 2
  • hundreds of bug fixes, enhancements, performance improvements and a lot more

In addition, irrEdit 0.6 (including a free global illumination lightmap generator, can also be used for non-irrlicht projects) and irrKlang 0.2 have been released some days ago which are compatible with this release. You can download the package from the download page. For a detailed list of changes, please see changes.txt.

Nov-04-2006 jirr 0.8 released, ARIES using Irrlicht

Two nice Irrlicht related news:

Oct-18-2006 irrEdit 0.5 released, irrlicht.fr and Witch

irrEdit 0.5 has been released. It includes some new features, several bug fixes, and a few added user requested features. It is also back compatible with Irrlicht 1.1 now.

Other news:

  • irrlicht.fr, a Frensh irrlicht community is fully online now.
  • Witch, a game using irrlicht, created by Nick Hodges is available for download.
Sep-24-2006 irrKlang 0.1, Irrlicht .NET CP and more

A bunch of news:

Aug-29-2006 irrEdit 0.4 released and more Irrlicht projects

irrEdit, has just been released in version 0.4, including a fully functional free lightmap generator. See the irrEdit website for details. Some more Irrlicht related news:

  • Added Jam on the Irrlicht team page - he is supporting us as forum moderator since some time now and fighting those nasty spammers :)
  • There is an extension available for Clickteam's "Multimedia Fusion 2", making irrlicht available in that tool. More info on this thread.
  • MyPictures3D is a screensaver featuring photos in a picturesque environment of stunning 3D galleries rendered with Irrlicht Engine
  • My Pictures 3D Album is a program for creating highly customizable 3D photo albums (rendered with Irrlicht) for sharing them with family and friends.
  • The project 'Arena' (using Irrlicht) now has a website.
  • Anorasi is an open source racing game using Irrlicht, created by Andrej Krutak

The page with screenshots of projects has been updated as well.

Aug-06-2006 Irrlicht 1.1 released

We just released Irrlicht 1.1, together with irrEdit 0.3. Some very nice new features can be found in there, here are some highlights:

  • Scene graph (de)serialization, the possibility to save and load whole scenes including scene nodes, materials and animators to and from .irr files. Those files can also be edited by irrEdit, the Irrlicht Editor, which just has been released in a new version.
  • OGRE .mesh file and .B3D import support
  • Screenshot making
  • Improved .3ds, .obj and .ms3d mesh importers
  • New scene nodes: Spheres and SkyDomes
  • Support for up to 4 textures as material parameters
  • Cross .dll boundary container support
  • Lots of bugfixes and other improvements

For a complete list, please take a look at the changes.txt file. You can download the release from the download page. The development page and the tutorials have been updated (there is also a new one) as well.

Jul-20-2006 irrEdit 0.2 released, Di Jabolo using Irrlicht

I just released irrEdit 0.2, the Irrlicht Editor. Further news:

  • Di Jabolo - A Diablo 2 remake in 3D with subcultures instead of monsters. Added screenshots to the screenshots section.
  • There is a new, italian Irrlicht community, Irrlicht Italia. They also have some translated tutorials there.
  • The german Irrlicht.de community has move here.

I also updated the link and author page.

Jul-09-2006 Again new games using Irrlicht
  • Added some Gekkeiju Online screenshots, it is a Free-to-play Fantasy based 3d Multi-User Dungeon that has been running since 2003. The game is full of totally unique features never seen in any Graphical Online Role-Playing Game before, and made using Irrlicht of course.
  • Added some Arena screenshots, a fantasy hack & slay mutliplayer game created Drunken Knights Games, using Irrlicht.

Also updated the author and tutorial page.

Jul-02-2006 Team increasing & new videos and projects using Irrlicht
  • Hybrid and Bitplane (you should know both already if you) received SVN accounts and are now actively improving Irrlicht; they are now a part of the team, thanks for helping out! An update of the author page will follow soon.
  • Also the forum staff has become a new member: Afecelis promoted Jam to admin, being an excellent spam hunter and moderator.
  • There is a youtube.com group of Irrlicht videos started by veegun.
  • David Wellin is developing Claymod, a 3D modelling program using Irrlicht.
  • University of Parma, Italy developed a simulatation for bionic devices, and used Irrlicht for it.
Jun-17-2006 Subversion & irrEdit

I just moved Irrlicht to the sourceforge subversion server. You can access it via https://svn.sourceforge.net/svnroot/irrlicht, online repository browsing works too. The Irrlicht version at that server is merged Irrlicht 1.0 and Irrlicht for MacOS 1.0, together with some new features like loading and saving of the scenegraph into .irr/.xml files, OGRE mesh loading, allocators and a lot more. I also reorganized the directory structure, and only some VisualStudio 7.1 files have been updated. Also please note that the CVS will no longer be used from now on.

I also just released a pre-alpha version of irrEdit, a scene graph editor for .irr files which is also capable as being used as particle system designer, meshviewer, game world editor and more. More informations on the irrEdit homepage.

Jun-09-2006 Irrlicht 1.0 for MacOS released

Etienne Petitjean just finished Irrlicht 1.0 for MacOS, and this time there are again some new features in it:

  • Includes universal Binaries (runs on MacIntel and MacPPC machines)
  • The keyboard handling code has been completely rewritten
  • Added support for native copy, cut, paste for the 2D GUI

Happy downloading. Thanks to Etienne for all the work.

Jun-04-2006 Games using Irrlicht

I added screenshots of two games using Irrlicht to the screenshots section:

  • Bolzplatz2006 (german), SlamSoccer2006 (english) or CoupDeFoot2006 (frensh) has been released recently by Xenoage Software and is a free comic-style 3D-football-game created using Irrlicht/Jirr. It has a lot of nice features and is fun to play.
  • SilentFuture is working on an impressive looking game named High On Racing which is using the Mupolis Engine, which again is based on Irrlicht. Added some pictures of it.
May-28-2006 Documentation uploaded, additional tutorials

I finally uploaded the Irrlicht 1.0 API documentation to this website. Further news:

Apr-19-2006 Irrlicht 1.0 released

I just released Irrlicht version 1.0. It includes some few new features and bugfixes since the last release and has been carefully tested. Some of the new features are:

  • Enhanced software rasterizer: 32 bit rendering, dynamic lights, more materials (Thx to Thomas Alten!).
  • Support for the Code::Blocks IDE
  • Microsoft .dll hell awareness (no more abort and 'd3dx9_xx.dll not found' messages), Irrlicht will also operate if some of these dlls can not be loaded.
  • Better support for orthogonal rendering and drawing to foreign windows, useful for creating 2D games, editors and 3D tools using Irrlicht.
  • Improved Irrlicht.NET (root scene node, view frustrums, bounding boxes, ...)
  • More precise picking
  • gcc 4 support
  • Bugfixes, other small implemented feature requests

For a complete list, please take a look at the changes.txt file. Happy downloading. I'm quite happy to get this release out, and also wrote down a small summary of the development of Irrlicht until now, why Irrlicht 1.0 has been released now, and what will be done in the future, on my blog.

Other news:

Apr-03-2006 PhysX & Irrlicht and more
Feb-18-2006 Forum changes

Bitplane and SkaterX29527 now are official Irrlicht Forum moderators, and try to help out to make the forum a better place. Welcome on board!

Some other, related news: If you are a registered Irrlicht Forum user but haven't posted anything until now, your account might have been deleted recently by mistake because we are trying to fight spammers.

Feb-05-2006 Irrlicht for Mac OS X released
lua

Etienne Petitjean invested lots of hours of his spare time and created a complete Mac port of the Irrlicht Engine. The result can now be downloaded as separete irrlicht-0.14.0-macOs SDK. It includes the full source and precompiled binaries of the engine and the examples. The port is not checked into the CVS yet, so the download will be the only source of the MacOS version of Irrlicht for now. Happy downloading, and a lot thanks to Etienne!

Other news: Jirr, an java binding for Irrlicht has been released in version 0.6, providing interfaces to the full irrlicht-0.14.0.

Jan-06-2006 irrLua 0.6 released
lua

Josh Turpen just released IrrLua 0.6 for Irrlicht-0.14. IrrLua is an attempt to provide a nice Lua front end to the Irrlicht Engine and now supports all the examples and the demo included in the SDK. IrrLua is one of the the furthest along of all the language bindings of Irrlicht and it also now supports dynamically extending Irrlicht at runtime.

Some other news: Bloodgiver, a game created using Irrlicht won the Polish red cross competition.

Dec-28-2005 Irrlicht Engine development more open now
irrlicht updated

I'm glad to announce that there are several changes in the software development process of Irrlicht:

  • Irrlicht now is accessable via CVS. You can grab the latest development version of the engine directly as described in this FAQ entry and it is also possible to browse it via html.
  • We've now got an Irrlicht Engine team, I've updated the author page. If you would like to join the team, please take a look at the FAQ entry. Currently, we would be glad to find someone to create and maintain a Mac port, for example (also mentioned in the FAQ entry).
  • I've written some basic Irrlicht coding rules you may want to look at, if you want your additions to be merged with the development code.

And last, I've finally managed to upload the version 0.14.0 API documentation.

Dec-06-2005 New Irrlicht related project & development video
bloodgiver

I've added a new project using Irrlicht to the screenshots section. It is named Bloodgiver and is a Gothic style RPG with lots of NPCs and (polish) dialogs, developed by Delan. The game is finished and can be downloaded and played freely.

Some other news: Ing. Apfelbaum created a short video showing a WIP version of Irrlicht with an interesting new feature.

Dec-01-2005 Irrlicht 0.14.0 released!
irrlicht released

I released the new version of Irrlicht, version 0.14.0. That's right the last version was 0.12.0, and I skipped one number. There are multiple reasons for this, but to keep it short: There are so much great new features and enhancements in this new version that it is nearly worth two version numbers. And after all, it has been a long time since the 0.12.0 release. :) So, here's an short overview of the new stuff, have fun:

  • Irrlicht now includes a full featured, complete software rasterizer. It is able to do everything you need: correct 3d clipping, perspective correct texture mapping, sub pixel correctness, bilinear texel filtering, huge material support and more. It is named Apfelbaum Software Renderer and was contributed by Thomas Alten, thanks a lot! This makes Irrlicht now one of the few usable open source 3D software rasterizers.
  • Highly improved rendering quality. Internal convertions, loading and filtering precision has been improved.
  • Visual Studio 2005 support. (Also as Express edition)
  • 2D drawing support in textures. You can for example render 2D user interfaces in 3D with that.
  • Anisotropic filtering.
  • Irrlicht.NET now supports shaders: HLSL, GLSL, VS, PS, Fragment & Vertex programs. Everything you'll ever need.
  • Improved and faster terrain rendering (thanks to Spintz!)
  • Lots of bugfixes
  • Revised tutorials and documentation
  • And more goodies like improved GLSL support, directional lights, alpha channel buttons, better dmf loading and and and.

For a complete list, please take a look at the changes.txt file. Happy downloading. Update: If you are a Linux user and have some problems, you'll find some solutions in the wiki, thx to saigumi.


Nov-20-2005 Irrlicht User Map
irrlicht forum

There is a world map for Irrlicht users at frappr.com. Lots of people already added themselves, now what about you? Would be interesting. No registration required.


Nov-12-2005 irrXML 1.2 released
irrxml

I just released irrXML 1.2, the xml parser used by Irrlicht. This release adds support for CDATA sections and some small bug fixes and improvements. Of course, irrXML 1.2 will be also part of the next Irrlicht Engine release.


Nov-01-2005 Irrlicht related news
Code::Blocks

Some other new Irrlicht related websites and projects:

  • The latest release of the great C++ IDE Code::Blocks includes an Irrlicht project wizard.
  • Dhenton created a website providing some Irrlicht compatible recources like .x files, physics demos and more.
  • Another website extends Irrlicht with controls like a chat box control, an expanded tab control, edit box and scrollbar.
  • Irrwizard™ is an Irrlicht project creation wizard which produces a game project skelleton based on the Irrlicht rendering engine. It creates all the necessary source code, project files and dll's at the click of a few buttons.

I also updated the development page with the current progress.


Oct-10-2005 Free Irrlicht Project hosting & other news
news

Stonefish Entertainment and Thunderbolt Tactical are providing hosting packages for any Irrlicht projects that wish to have a web presence. You will get 50 MB webspace and FTP access to it, MySQL, PHP, CGI, XML, and Frontpage support is options. For details, see this thread in the irrlicht forum or the announcement in the stonefish forum and the details.

Some other news:

  • Abusoft created an extension to Irrlicht which makes it possible to modify bones of .x models in Irrlicht during runtime, for example for the creation of rag dolls.
  • Escaptor released version 0.3 of his RAD tool for Irrlicht which makes it possible to edit lots of scene nodes, animators and effect Irrlicht offers visually.

Sep-09-2005 RABCAT engine featuring Irrlicht
RABCAT Engine in action I added another project to the screenshots of projects using Irrlicht page. This time it is the RABCAT Engine which is multifunctional game engine based on Irrlicht. There is also a video showing RABCAT engine in action.

Sep-04-2005 Compatibility with Code::Blocks, BlizMax and more
Code::Blocks Some short updates:
  • Afecelis wrote a detailed tutorial on how to compile Irrlicht using Code::Blocks. I added it to the tutorials section, and you can read it here. In addition, it lools like an Irrlicht project template has been added to CVS version of the Code::Blocks IDE.
  • Added a link to gg.Irrlicht / gg.IrrBMAX, an Irrlicht wrapper for BlizMax, created by garritt.
  • Jirr, an Irrlicht bindng for Java has been released in version 0.5. It now supports the latest version of Irrlicht and D3D.

Aug-25-2005 Irrlicht 0.12.0 released!
irrlicht released

I just released Irrlicht 0.12.0. This is probably the version with the most new features and implemented user requests in it. Here is a short overview of the most exciting changes:

  • Support for GLSL. This means Irrlicht now supports all major shading modes/languages: ARB Vertex Programs, ARB Pixel Programs, HLSL, GLSL 100 & 110, VS1.1 - 3.0, PS1.1 - PS3.0
  • 64 bit support
  • OpenGL RTT support (which means that finally all renderers are able to do RTT)
  • It is now possible to have multiple scene managers
  • Vertex and Pixel shader version 3.0 support
  • Detail map support, nice for terrain rendering.
  • Irrlicht.NET improvements: Terrain rendering, realtime shadows, bug fixes and more
  • Enhanced timer for features like 'bullet time' support
  • Improved .dmf and .ms3d loaders
  • Access to the mesh cache
  • Lots of bug fixes and a lot more. For a detailed list, see changes.txt

Thanks to lots of people how contributed code for this release, I added them to the author page (If I forgot one, then I'm very sorry, please don't be shy and send me a mail!) I also updated the development page with the roadmap for the next release and the tutorial page with the new/updated tutorials. Happy downloading.


Aug-20-2005 Development updates
Irrlicht terrain

The next version of Irrlicht (0.12.0) is doing some progress, I hope to have some more time to release it soon (for big values of soon). Here is a screenshot preview of a new feature in Irrlicht 0.12.0. Other news:


Aug-06-2005 Spanish Irrlicht tutorials & Jirr update
irrlicht updated

Jul-08-2005 Irrlicht Engine 0.11.0 released!
irrlicht updated

I just released Irrlicht 0.11.0. This release contains lots of bug fixes and improvements, and not that much new features. The highlights of version 0.11.0 are:

  • Improved Linux support: Mip mapping, Shared Object make target, speed improvements, bug fixes.
  • Enhanced Irrlicht.NET: Besides other small additions, the SceneCollisionManager is now available as well as the first big parts of the GUI System.
  • Antialiasing is now possible when using the D3D8 or D3D9 renderer.
  • Skinnable GUI environment: It is now possible to change the appearance of the graphical user interface easily. Besides the old skin, Irrlicht also includes now a new, metal shaded GUI skin.
  • COLLADA file loading simplified.
  • Lots of other bug fixes and improvements, see changes.txt for a detailed list.

You can download Irrlicht 0.11.0 from the download page. I also uploaded the new API documentation and API.NET documentation, and updated the development page.


Jul-07-2005 EPFL using Irrlicht in robot simulation
irrlicht updated

Two short updates:


Jul-02-2005 New irrXML release
irrlicht updated

I just released irrXML 1.1, the xml parser used by Irrlicht. This release adds some small bug fixes and improvements.
Other news:


Jun-24-2005 New games using Irrlicht
irrlicht updated

There are some new projects using Irrlicht:


Jun-04-2005 Community updates
news image

Time for some community news:

  • jirr, a a Java(tm) binding for Irrlicht has beend released in version 0.4, which supports Irrlicht 0.10.0 and includes source and documentation and all 12 translated examples. Thanks to Stefan Dingfelder for his work.
  • The first 10 Irrlicht tutorials have been translated into italian by Hangman.
  • The german Irrlicht Engine forum is now located at irrlicht3d.de.
  • Peter Müller released his art project LeoPig which uses Irrlicht. Source included.

May-26-2005 Irrlicht 0.10.0 released!
irrxml released

I just uploaded Irrlicht 0.10.0 to the sourceforge servers. This release of Irrlicht is maybe the one with the most new useful features in it. I implemented lots of user requests, hope you like it. The highlights are:

  • Five new built-in materials. The most interesting new material type is parallax mapping (screenshot) known from the Unreal3 demos. Implemented for the D3D8, D3D9 and OpenGL drivers. A demo in the SDK demonstrates this feature.
  • RTT (Render To Texture) support.
  • Built in DeleD (.dmf) and COLLADA (.xml, dae) mesh importers. The latter one is even able to load not only meshes but complete scenes with light and camera setup. This means that Irrlicht now is able to load 12 different 3D mesh formats directly.
  • .PNG texture loading support.
  • Specular highlights.
  • The possibility to run Irrlicht inside an existing Win32 window/widget.
  • Highly extended Irrlicht.NET support: Added animators, font drawing, collision response, and triangle selectors.
  • Two new tutorials. This means there are now 17 tutorials/examples in total in the SDK.
  • Software renderer with support for transparencies.
  • Enhanced XML parser (irrXML).
  • Lots of speed improvements and bug fixes.

For a complete list, please see the changes.txt file. You can download Irrlicht 0.10.0 from the download page. Updated also the features page, the author page, the tutorials, and the development page. And I also uploaded the new API documentation for Irrlicht and Irrlicht.NET.


May-14-2005 irrXML 1.0 & irrLua 0.1 released
irrxml released

After lots of user requests, I've created a separate project for the Irrlicht Engine xml parser. I extended it with lots of new features and bugfixes. I named it irrXML and created an own homepage for it. It is now completely independent of the Irrlicht Engine but still has all the nice features which made it popular. If you are searching for a descent, small, fast and simple xml parser, take a look at it.
And of course, all the features in irrXML will be in the next Irrlicht Engine releases. In fact, the whole irrXML SDK is being automaticly created from my Irrlicht development version with a click on single batch file which just copies files, runs doxygen, etc.

Another note: irrLua 0.1 has been released. It is an attempt to provide a nice lua front end to the Irrlicht engine. The current version is only set up to build under linux, at the moment. Linked this from the link page.


May-08-2005 Updated Irrlicht related project page
shot

I updated the Irrlicht related projects page with some screenshots and links people sent me during the last days and I found in recent threads in the forum.
If you want your project added there too, just drop me a mail: email anti-spam image.
Additional updates:


May-04-2005 Website change and call for shots
news image

I've worked a little bit on the layout of this website and I think I improved it. Besides the obvious design changes it is now a lot more clearly arranged. Other big changes are:

  • Rearragend the tutorials and moved some externals to irrlicht.sf.net
  • Added 'OSI certified' and W3C logos
  • Added Wiki link
  • Added google search-this-website link (right upper corner)
  • Removed shot of the month
  • Added project screenshots. Currently under contruction and quite empty.

About the shot of the month removal: I've recieved a lot of submissions every month and it was always difficult to choose the best and not to make any one angry because of this. So I decided to drop it. Instead, I created a new section on the screenshots page, where I now want to add shots of projects using Irrlicht, together with short descriptions. I also removed the game links temporarily because of this. So, if you created / are creating a game with Irrlicht, please send me a link and shots of it, so that I can add it. Would be very nice. And free advertisement for you.
I tested the new page with FireFox, Opera and IE, but if you encounter any problems, don't hesitate to tell me.


Apr-17-2005 Irrlicht-Engine.com and video download
news image Again, there is more than one news to tell:
  • Thanks to Joe Oliveri, this webpage is reachable now via Irrlicht-Engine.com too. Cool.
  • The next version of Irrlicht will be able to do parallax mapping. I've uploaded a short video which demonstrates this new feature. In addition, the new shot of the week shows it.
  • The link to the devpack for dev c++ I posted last time was incorrect. Now it should work.

Apr-09-2005 Unanswered emails
news image Maybe you've recently sent a mail to me and did not get an answer. This happens sometimes because of my spam filters and I'm very sorry for this. But during the last few weeks, not a single mail sent to me has been answered, because I simply haven't received them. I had some problems with my domain (code3d.com) and all mails sent do me did not reach their target. So it would be nice to not to be angry with me, and resend the mail(s), but please don't use the old one (niko (at) code3d.com) but instead email anti-spam image or directly email anti-spam image. Thanks. Also, the irrlicht (development) blog has been moved to irrlicht3d.org. Other news:

Apr-01-2005 Irrlicht Wiki
news image Saigumi created The Irrlicht Wiki. Wikis are currently quite popular, and undoubted usful. So it would be cool if some articles/tutorials etc get posted up there. Added it to the link section, which has also been restructured a little bit. Some other news:
  • The Irrlicht Forum has been hacked for the second time. I updated, patched, modded and restored it some hours later, and (nearly) no data has been lost. Now we really know that script kiddies do not have any respect for free open source software. Sorry for any inconvenience.
  • Andrew Yee is creating a 3D fighting game for University of Victoria named Stickman Fighters.

Mar-28-2005 Irrlicht 0.9 released!
news image

Irrlicht 0.9 has just been released. There are lots of bug fixes in it, but also many new features. In addition, some of the most popular community extensions have been integrated directly into the engine. Some of the most important changes are:

  • Irrlicht now includes a completely new and working terrain renderer. It is based on the GeoMipMapSceneNode by Spintz which is based on Soconne's terrain renderer.
  • Multipass rendering for SceneNodes is now possible, which means a scene node can now contain multiple types of materials (transparent/opaque) but all parts will be rendered in the correct order. This was previously only possible by creating spearate scene nodes for transparent objects.
  • A lot of external importers have been integrated into the engine which means Irrlicht can now load a lot more file formats directy. The new ones are:
    • FSRad (.oct) file loader
    • Cartography shop 4 (.csm) loader
    • Pulsar LMTools (.lmts) loader
    • My3DTools 3 (.my3D) file loader
  • If the now 9 supported formats are not enough, there are some exporters for 3DSMax, Gile[s] and Blender included in the SDK.
  • Multitexturing support for Linux
  • A new tutorial (about terrain rendering) and an updated tutorial which shows how to use HLSL in Irrlicht.
  • Lots of other things, please take a look at changes.txt for details.

You can download the release from the download section. Ignoring the tradition, the API documentation has already been uploaded. In addition, the new tutorials are also already online and the new shot of the week shows a scene from the newly added tutorial.


Feb-03-2005
More than 30.000 posts!

Hurra, now we've got more than 30.000 posts in the Irrlicht Engine forum! Some additional statistics: We've got 1517 registered users, 57.29 posts and 9.79 new topics per day, and a database size of 47.68MB. So our community is quite active. :) Some other good news:

  • Reinhard Ostermeier created a website with some of his extensions to Irrlicht: Currently you can find an image list, a tree view and his addition for making it possible to load 32 bit bmp's in Irrlicht.
  • James K. Aladar created an alternative Irrlicht engine logo. Can be usful if you want to use it inside of your games for example.
  • As you can see to the right, we've got a new shot of the month. It shows a project of Dusan Benasic.

Jan-22-2005
Localization and Tutorial updates

Major tutorial update and announcement of a new localization of this webpage:


Jan-03-2005
Related projects

Another short list of new interesting Irrlicht Engine related projects:

  • Arena of Honor is a multiplayer first person shooter created by Artur Hallmann and Nils Keller which uses Newton for physics, RakNet for networking, Audiere for sound and, of course Irrlicht for graphics. The game already looks quite well and is entertaining, there is a demo waiting for you to download. You can discuss the project in the Irrlicht forum in this thread. I've added the Arena of Honor homepage to the link section.
  • IrrSED - A scene editor for Irrlicht created by Tom Williams with export into .h and .cpp files and particle editor. The new shot of the month shows it in action. Notice that IrrSED uses Irrlichts internal graphical user interface system. ;) I added IrrSED to the link section. (forum thread)
  • Paul Zirkle aka Keless released his ICE framework in version 2.0. Very cool.
  • IrrGame - A gamestate system for easily creating games by Friedrich Schick. (forum thread)
  • Drac's Irrlicht GUI Designer, a tool for creating Irrlicht GUIs. (forum thread)

Dec-12-2004
Small updates

There is a russian Irrlicht Engine webpage available, created by Panchenko "Andrushka" Andrew. He already translated big parts of the site and also some tutorials. Added the page to the link page.
I added a sphere file to irrlicht.sf.net for the exWARE German Irrlicht Portal. And if you haven't taken a look at the GMax Video Tutorials by afecelis yet, I'd recommend to to that now.


Dec-05-2004
Irrlicht Forum hacked

Few hours ago, the Irrlicht Engine forum has been hacked. I don’t know exactly what they changed and how they did this, but it seems that they only changed the forum frontpage. I restored it, upgraded to a newer version of the forum and changed some passwords. That’s the only thing I can do. I you are a registered user in the Irrlicht Forum, please notice that your password may be insecure now.
From my personal point of view, I cannot understand why anybody would hack an open source project website like Irrlicht. I am doing this for free, and in my spare time, of which I currently don’t have a lot. I thought hackers have some honor, but obviously I was wrong here. The Irrlicht website isn’t the only 3D engine project which has been hacked recently: The one of Purple# is another example. I’m not pleased at all. Hey guys, if you want to stop people from creating great free and open source software, you are on the right way.

Some other, better news: This month, I received serveral submissions for the 'shot of the month'. I chose the one sent in by Brent Cowan, which shows his game 'Space Madness'.


Nov-11-2004
New related projects

Some links to new Irrlicht related projects:

  • Bindenlicht is a Java(tm) binding for the Irrlicht Engine, bringing a high quality open source 3D engine to the Java(tm) platform.
  • 3D CakeWalk - a game development kit built around the Irrlicht engine. Discuss in the forum.
  • ProjectPSI is a project which aims to create a framework for a highly dynamic world simulation which will use Irrlicht for graphics.
  • My3DTools by ZDimitor, tools allowing to export lightmapped scenes from 3DMAX directly into Irrlicht.
  • IrrSED - Irrlicht Scene Editor

Updated the link page with these projects.


Oct-24-2004
Updates

I did several website updates:


Sep-25-2004
Irrlicht 0.7.1 released!

Irrlicht 0.7.1 is out. This is a non-SDK-release, which includes some major bug fixes, but no documentation, media files and examples. Only the source and precompiled binaries have been updated. If you don't have any problems with Irrlicht 0.7, stay with it. Take a closer look at changes.txt if you want to know what was exactly fixed. You can get this release from the download section.

There is also a new shot of the week, sent in by Alvaro "afecelis" F. Celis. It shows a scene from his splitscreen demo and really looks cool. It looks even better in movement, so take a look into the forum and check it out. :)


Sep-18-2004
API documentation uploaded

I just uploaded the API documentation. As Irrlicht.NET is included in version 0.7, you'll find a new entry in the left menu: API.NET. In addition, I updated some other parts of the webpage. This is the complete list of changes:

Please note that in version 0.7, there are some minor bugs with the setting of the correct renderstates. I'll try to release a small bug fix package next week. If you cannot wait until then, visit the forum, you'll find there bugfixes made by really quick people like jox. Another alternative would be of course IrrlichtNX, I think they've got most of the fixes included already.


Sep-11-2004
Irrlicht 0.7 released!

Finally, after a lot of time, today I released Irrlicht 0.7. There are a lot of new features in it. This version was tested and made to work with 5 different compilers, 4 different IDEs and 2 operation systems. This was a lot of work, and I am really happy that it is out now. The new features are in short:

  • The first version of Irrlicht.NET is included in the SDK. It makes it possible to use Irrlicht from any .NET language like C#, VisualBasic and Delphi.NET. It is a very early version with very limited features, but it works.
  • Low level vertex and pixel shader programming support with the D3D8, D3D9 and OpenGL renderers.
  • VSync option.
  • Text scene node.
  • XBOX project setup support.
  • Better Linux support: all examples and the techdemo now runs on this OS.
  • Three new tutorials.
  • Lots of bug fixes.

A detailed list of changes can be read in changes.txt. Irrlicht 0.7 can be downloaded from the download section. Happy downloading! I added some new names of contributors to the author page. Maybe I forgot someone, please drop me a line.

 

Aug-30-2004
Irrlicht 0.7 with shader support

I just finished the first implementation of the new material system for the upcoming release of the Irrlicht engine. This change makes it possible to use D3D8 & D3D9 vertex and pixel shaders and OpenGL vertex and fragment programs with the engine. In 0.7, only assembler will be supported, but I'll add support for higher level languages like HLSL and GLSL later too. I added a screenshot of the first version which worked with all drivers into the screenshot section, and made it shot of the month.

The next steps for the new release are: Linux port, tutorial and documentation updates, testing, testing, testing.

Another bigger news:
Eve-corp was moved to IrrForge. I changed the links on this webpage to the new page. Irrforge is the free project hosting service for Irrlicht based applications by John Goewer, aka saigumi.


Aug-01-2004
IrrlichtNX

mm765 and erSitzt created Irrlicht NX, a version of the irrlicht engine with added patches and cvs support. This project looks promising, they are running their own cvs server and they've got a forum and a wiki. In addition, there is also an up-to-date API documentation available. I would recommend to use and support this great service, if you need a bug fixed, a more stable engine or cannot always wait for me to make a new release. They could need some help:

  • Of course, they need people for sending in patches. Simply post them into their forum.
  • They are searching for maintainers of parts of the library.
  • They could need someone to create a better website.

Many thanks go to the maintainers and creators of this project!
I updated the link page, adding IrrlichtNX, jirr and a pointer to the IRC channel.


Jul-19-2004
Jirr, IRC channel and others

Time to add some new links to this page:

  • Jirr, the java port of the Irrlicht Engine created by Stefan Dingfelder can be found at jirr.sourceforge.net. There are already some interesting files available for download.
  • For those who didn't know yet: There is an Irrlicht IRC Channel available. The server is irc.freenode.net, the channel is #irrlicht. If you need help joining, you can take a look at this thread in the forum.
  • The monthly discussion about the CVS has started again. Mike Ennen even started a CVS petition this time. Thanks for the effords, but it won't change anything, sorry. Read and discuss in this thread in the forum why.

Also, it was time again to post a new shot of the month. This time, it is a shot stolen by me from the website of the project goretek.


Jun-19-2004
Robomaniac 3D Engine Foundation Contest

Robomaniac launched the second Irrlicht Development Contest. The goal is to create the best looking tech demo. The demo must be themed around summer relaxation 2004: what your doing, what you want to do, or anything summer related. All entries must be submitted by June 30. And there are prices to win: For example 1 year of Webhosting donated by Saigumi! (Further donations are welcome.) For more informations, take a look into this thread.
Another news is that Eve-Corp 2.0 is now online. Eve-Corp hosts Irrlicht-based programs. It is a free service, created by Saigumi. (A lot of thanks go again to him!)


Jun-12-2004
.NET and Java

The development of the .NET port of Irrlicht is making progress, and it is already possible to use the most important parts of the engine, I already posted a screenshot. But there is going on more: Stefan Dingfelder is currently working on a Java port of Irrlicht, and it really looks promising: He already got the techdemo working with it (see this shot).
Seems that the engine is getting more and more portable, it is now working on a lot of rival and competiting technologies:

  • Linux and Windows. (Some people even sent me notice that they've been porting the engine to MacOSX, AmigaOS and XBOX but they never published their work.)
  • OpenGL and Direct3D.
  • Java and .NET.

Again, I added some links on the link page to some Irrlicht Engine related projects, both from russia:

And last: Robomaniac posted a very useful FAQ link page into the forum. Sorry for posting this that late. With this update, I also updated the development and the author page.


Jun-06-2004
Announcing Irrlicht.NET

In version 0.7, together with some other enhancements of the engine, I'll include the first version of Irrlicht.NET. This will be a .NET class library, making the engine available for C#, VisualBasic.NET, Asp.NET, Delphi.NET and whatever. From then on, Irrlicht.NET will be included in every SDK release and become an important part of the engine.
The first version of Irrlicht.NET will not be complete at all, but you'll be able to do a lot of things already. My first test with C# worked with no problem and looked like this:

using System;

using Irrlicht;

using Irrlicht.Video;

/// <summary>

/// Example application using Irrlicht.NET

/// </summary>

class ExampleApp

{

  [STAThread]

    static void Main(string[] args)

    {

      IrrlichtDevice device = 

          new IrrlichtDevice(DriverType.SOFTWARE);



      device.ResizeAble = true;
device.WindowCaption = "Irrlicht.NET test"; while(device.run()) if (device.WindowActive) { device.VideoDriver.beginScene(true, true, 0); // draw something here. device.VideoDriver.endScene(); } } }

Jun-01-2004
New SotW & 0.7 development

I uploaded a new shot of the week, which shows a scene created by afecelis. You can find more informations in the Irrlicht engine forum in this thread.
Some news about the development of the next version of Irrlicht: I am currently working on a new material system. The current material system is easy to use, but it is unflexible and only provides a very limited amount of materials (currently about 15). The new one will be 100% backward compatible with the current material system, but it will be extensible. It will be possible to add easily new materials and to access every renderstate of OpenGL, D3D8 and 9, even vertex and pixel shaders if you like. So for example, if you want per pixel lighted, normal mapped polygons in the engine but they are not built in yet, you will be able to simply add them as you can currently add new customized scene nodes.


May-09-2004
More projects using Irrlicht

If you are new to Irrlicht, there is a very objective article available on freshmeat.net, giving a short overview about the engine. It was written by Ian Gowen and also comments my rusty english, which I commented in return. ;)
There are several new projects using the Irrlicht Engine. I added links to all homepages of them to the link section:

  • 2080 - Space Colonisation, a space game hosted by sourceforge and eve-corp, there is already a tech demo available
  • Necor, a 3rd-person network action game.
  • Project Urbanus, an adventure/quiz-like game with a 3rd person view, playing in a real city in the 1920's.
  • Tower, a role playing game hosted by sourceforge.

I also replaced the lemon team icon with a newer one. I chose the new shot of the month from a posting by s32_weaselType, it is a first person shooter he is working on.
And last, I updated the DevCpp tutorial, several people sent corrections for it, thanks to all!


Apr-28-2004
Irrlicht/Ruby interface && Paco Jones

Jerome Nichols created a comprehensive Ruby/Irrlicht interface. It is called Irr or IrrRuby and its homepage is located at irr.rubyforge.org. A good reason to try out ruby at least now. :)
Another good news comes from the Lemon Team. They created a game called 'Paco Jones' during a fast game competition. It is available at their homepage for free download, more details and screenshots can be read in this thread in the forum.
I added and updated links in the link section and the contributors list for this.
And last, I am sorry for the recent lack of updates, I currently have a lot to do at university. At least I created a blog where I post from time to time to show that I am not dead already. :)


Apr-12-2004
Game Maker .DLL && Updates

Game Maker is a freeware tool for making it easy to create games. It seems to target at non-programmers, but I think this tool is also useful for quick prototyping. Xception now created a plugin .DLL for GameMaker, which makes it possible to use the Irrlicht Engine in this tool and to create 3d games with it.
A Link to to Xceptions page was added to the link section and I updated the link to 'the agency' project, which is now hosted on sourceforge.net. I also updated the development page.
And last, I uploaded a new shot of the month. It shows the Irrlicht Engine Meshviewer, which comes with the Irrlicht Engine SDK. I enhanced it to load also Quake 3 .pk3 files and I'll include this little change with the next release.


Mar-27-2004
Physic engine integration tutorials

Thomas Suter updated his Irrlicht Engine ODE tutorial to make it work with the new engine version. The irrlicht.sf.net copy of this tutorial is now updated too. Also, there is a completely new external tutorial available: Mercior wrote one, showing how to use Irrlicht with a new physics engine named 'newton game dynamics'.
This means the engine seems to work now with three popular physics engines: ODE, Tokamak and Newton. Links to all tutorials are available in the tutorial section.


Mar-17-2004
Doc upload and new IotM

Too late as the tradition demands, I uploaded now the documentation files of Irrlicht 0.6. Happy browsing. :)
I also uploaded a new image of the month. It shows a scene of a game made with Irrlicht. It is called 'T'Quai The Dragon Slayer'. Some informations about the game can be found here and in the forum.

Mar-14-2004
Happy birthday Irrlicht Engine!

Exactly 365 days ago, the first version of the Irrlicht Engine (0.1) was released. This means, the Irrlicht Engine today celebrates its first birthday. Time for some statistics:

  • In the course of the last year, Irrlicht evolved from a totally unknown C++ project to one of the most popular open source 3d engines. As for example sourceforge's software map reveals.
  • Thousands of programmers downloaded the Irrlicht Engine SDKs. Unfortunately, the sourceforge download statistics currently do not work, but for example: During only 2 months, version 0.4 has been downloaded 14000 times.
  • There have been 10 official releases: 0.1, 0.1.5, 0.2. 0.2.5, 0.3, 0.4, 0.4.1, 0.4.2, 0.5 and 0.6. This means one release about every 35 days. That was a lot of work. Really.
  • We've got a constantly growing community. Every day, there are 45.66 new posts in the forum. The database already has a size of 24 MB, and 2.5 new users are registering every day. Soon we'll reach the 10000th post in the forum. ;)
  • In version 0.1, there were 28.512 lines and 739KB of code in 183 source files. The latest version, 0.6 has 116.000 lines and 3473KB of code in 455 files. The engine now consists of 4 times more code than a year before.

As you can see, the engine is very young, compared to other open source 3d engines, but it is evolving rapidly.
A brief overview about my future plans:

  • Head for version 1.0. Within the next year, we should find an end of adding new features to the engine and try to make everything stable and run without bugs.
  • I've got an idea of creating a donation button on the homepage using paypal or sourceforge's system to be able to buy more hardware and books for further development. But I don't know yet if it works fine with austria, where I live. And also, I don't think a lot of money would be donated, so I am still guessing.
  • Maybe a top level domain for the engine would be cool. But I am unsure in this case too. irrlicht.sf.net is also cool.

Thanks to all users and supporters of the engine! All this would not be possible without you. Lets go on, for the next release. :)


Mar-09-2004
Irrlicht 0.6 released!

Today, I released Irrlicht 0.6. The new SDK can be downloaded from the download page. You might consider upgrading to the new version, if you need something from this list:

  • Improved .X file reader. Now loads, displays and animates 99% of all .x files it was tested with.
  • Integrated XML parser and writer. Reads UTF-16 as well as ASCII text, and directly out of compressed .zip files if needed.
  • Lots of new GUI widgets like ComboBoxes, ToolBars, PushButtons and ImageButtons.
  • A new tutorial which shows how to create a complete mesh viewer application.
  • Resizeable rendering window.
  • Full Filesystem support in Linux. (as well as some other bug fixes for this OS)
  • Lots of small additions and bug fixes.

A detailed description of all changes can be read in changes.txt. I also uploaded the new tutorial to this webpage, where it can be read online.


Feb-06-2004
Fog

During the last days I was adding some missing features to the engine. In fact, I had a long list with lots of user requests. One of the most basic missing features was fog. It was not very difficult to add, took me about 20 minutes to update the D3D and OpenGL renderer. In 0.5 it will be possible to choose between pixel and vertex, exponential and linear fog, and also range based vertex fog is supported. You can see the result at the left.
But the shot does not only show the new fog, there is also another new feature. Take a closer look. Okay, you cannot see it? Hint: It is a shot of the OpenGL renderer, not D3D. Right, if you are an Irrlicht Engine user, you should now see it. Another long missed feature. ;)
As always, the screenshot was added to the screenshot section.


Feb-03-2004
GUI Enhancements & 3D Game Editor

As you can see at the screenshot on the left, I am currently working on huge improvements of Irrlicht's user interface environment. I already fixed lots of API problems and made it easier to use. And I added new widgets:

  • Menus: complete with submenus and also cabable of being used as context menu (when you do a right click for example)
  • Editboxes: with support for clipboard copy & pasting, scrolling, unicode text, short cuts and a lot more.
  • Tabcontrols: everything you need to get more user interface elements on the screen.

These will be included in the next release, hope you'll find it useful. I added the screenshot to the screenshot page.
The shot also shows the prototype of a 3D game editor I am working on. I am just testing and playing around, it doesn't mean that I'll create a generic 3d game editor for the Irrlicht Engine. :)


Jan-31-2004
Email problem & updates

I am constantly getting more emails. Besides about 150 spam mails, there are also 5-10 mails from Irrlicht Engine users every day. I am using some very agressive configured spam scanners to get rid of the spam, and in this way some of real mails might get lost. I am trying to answer each mail sent to me, and this is consuming a lot of time. So if you only have a basic question, consider posting it into the forum, you might get an answer more quickly.
If you didn't get an answer from me per mail after 3-5 days, simply send it again, maybe I didn't recieve it. I updated the author page with a similar text like in this news item, and I added 3 new answers to the FAQ. They are describing for example why there is no CVS, and when the next release will be available. I also updated the development page with the current status of the development, here some details:

  • Working on the .x animation player, loading, triangulation and mesh optimization is already done.
  • Modifying the GUI environment a little bit, also considering some useful hints by saigumi.
  • Refactoring the internal engine. Trying to add some missing features spottet out by keless.

And last, but not least: I added a link to a new project of keless: IrrLichtRPG - Erring Light. I updated other parts of the link page too, for example the ICE Framework now has a new icon.


Jan-22-2004
No more holes anymore

A lot of users were discovering strange holes in some Quake 3 levels when they were loaded and displayed with the Irrlicht Engine. Last night I debugged the whole thing and fixed the bug. I posted the code for this into the forum, and the fix will of course be included in next release.
The screenshots to the left (and also the new shot of the week) show a gothic style level created by Myth, with which I tested the bug. It now works perfectly. And as you can see on the shots, I also added a new material type: Because my onboard gfx adapter is not able to display texture + lightmaps modulated by 4, I added a material in which the lightmap is not multiplied but added to the texture. As always I added these nice shots to the screenshot gallery. I'm sorry for the bad render quality, but my onboard gfx adapter is trying its best. :)


Jan-19-2004
Animated .x file wanted

There is no skeletal animated mesh included in the Irrlicht SDK, to show of what the engine is able to do with skeletal animated meshes. Because I am currently working on .x file loading and displaying, and I want to add a new tutorial in the upcoming Irrlicht 0.5 SDK, I need a free animated .x file.
Yago already sent in his model of a dwarf, you can see it on the left. But to make it fair, I'll announce this here in public.
If you think your animated model is also nice or even better, it should be included in the next SDK and your name placed in the credits, then send it to me (remove the .nospam in the adress).
You can create it in any 3d animation package, which is able to export .x files, like Maya or 3DS MAX. The exporter is included for example in the full DX9.0 SDK in DX90SDK\Extras\Direct3D\Plug-Ins\, or you can download it separetely as DXSDK Extras from microsofts homepage. To check if you exported it correctly, you can open it with Microsofts mesh viewer, also included in the DX9 SDK at DX90SDK\Bin\DXUtils\mview.exe. Note that some other 3d packages have native support for .x file exporting, and don't need the exporter plugin.


Jan-11-2004
Related Projects

Again, there are some new Irrlicht Engine related and very interesting projects and addons, which Irrlicht Engine users might find useful:

  • ICE - IrrLicht Common Engine Framework: is an attempt to provide a framework for Irrlicht which will enhance rapid production of new projects. It has its own homepage.
  • 2D Image and Sprite classes: Extremely useful library extending Irrlichts 2d capabilities. Can be downloaded with documentation, examples and a cool demo from its homepage.
  • Irrlicht Particle Editor: It does not have its own homepage yet, but you can find any informations at this thread in the forum, there are some cool screenshots available, and you can download it from here.
  • AVI Reader, created by rt. Take a look at the full code and the tutorial in this and this thread in the forum.
  • Opengame.org, a member organization formed to promote the development and use of opensource 3D game software. On the opengame.org homepage you can find links to Irrlicht, and to its competition, like fly3d, neo and ogre. [Hello from Irrlicht to all, if you read this! ;)]

As always, I added links to the projects with homepage on the link page.


Jan-07-2004
New SotW

Time for a new shot of the week. This time, it shows two screenshots from FMORG, a Free Multiplayer Online Roleplaying Game, using the Irrlicht Engine.

Some people keep asking me, how 'Irrlicht Engine' is pronounced. As I already posted into the forum, there is a .wav file in which you can hear a girl speaking it out correctly. I'm sorry for the bad quality, I don't own a good microphone. (Send me better .wav's if you like.) I also added a link to the file in the FAQ.


Jan-04-2004
More new projects

After I posted the long list of new projects (see below), I received some mails, pointing me to more projects using the Irrlicht Engine. So here are 3 more:

  • FMORG, a Free Multiplayer Online Roleplaying Game, with its homepage at sourceforge.
  • Galactic Racer, a racing game with futuristic racing cars/ships. There is a homepage with a downloadable demo already.
  • Irrlicht Tetris, a tetris game made by Paul Zirkle, complete with source, downloadable from its homepage.

I added links to the projects with homepages at the link page. Didn't I list your game or irrlicht related homepage? Just send me a mail (remove the 'no.spam.' in the adress).


Jan-02-2004
New Projects using Irrlicht

Happy new year 2004! Time to update the list of projects which are using the Irrlicht Engine. I googled the web a little bit and found these new projects:

  • Aitolikon, an interactive, fun simulation of a fantasy world. They also created a MD3 loader for Irrlicht, available on their homepage.
  • Imperial Guard, a FPS with RPG elements. Has a nice designed homepage which unfortunately doesn't work with my Opera browser.
  • Project Aqua, a Schleichfahrt or Aquanox-style game, with a homepage at sourceforge. Attention: it's in german language.
  • Heroes, a game developed by Dark Wood Games. Its a mix of Action, Strategy and RPG game, visit their homepage for more information. Attention again: Also a german page.
  • Dusty Engine, a task engine based on Irrlicht, created by Dave Andrews, with its own homepage.
  • 3D Pong, a game by Friedrich Schick. Its name says everything, but it is unfinished yet: Download.
  • Centaur Force, a FPS. For more information read this thread.
  • Razial Game, a kind of fighting game with a homepage at saigumis eve corp.

I added links to the projects with homepages at the link page. Didn't I list your game or irrlicht related homepage? Just send me a mail (remove the 'no.spam.' in the adress).


Dec-26-2003
.X file loader

Anyone knows the girl on the left screenshot? Right, it is Microsofts well known tiny.x model from the DirectX SDK. During my very short holidays I implemented a .x file loader. It cannot play .x animations yet, but already loads ASCII .x files very fast. It only needs 50 ms to parse and create a model from the tiny.x file, which is 1.4 MB ASCII text. Because Microsoft created a very excellent .x exporter for Maya 2.5, 3.0, 4.0, 5.0 and 3DS Max 3,4 and 5, it is now very easy to create content for Irrlicht with these professional 3d gfx packages. The reader will be included in next release.


Dec-22-2003
Merry X-Mas

During the next week, you won't get any answers from me in the forum or per mail. I'll spent the holidays in the deep mountains of Austria, without any internet, so don't get angry if I don't answer you as quick as usual. But you can mostly count on other Irrlicht Engine users, for example in the forum. Happy Holidays!
There is a new shot of the week as you can see: Robomaniac sent it in. It seems to be a 1st person shooter, anyway it simply looks cool. :)


Dec-16-2003
Doc upload, MD3 and Physics

As always, I forgot to upload the documentation for the new version of the engine. Sorry for that, it's uploaded now. :)
Some users have been very busy, thanks for supporting the engine that much! Look at this:

  • Madinitaly created a MD3 file loader, more information in this thread
  • Boogle created a Tokamak Scene node, take a look at this thread in the forum

Dec-13-2003
Irrlicht Engine 0.4.2 released!

Finally, here it is: Version 0.4.2 of the engine, waiting for you to download it from the download section. Sorry for the long waiting time, but at least I don't get any money for it. :) I have made a lot of modifications to the internal engine and changed some interfaces and enumeration names. There are lots of bug fixes in it and alpha versions of features which will be finalized in version 0.5. Here is a short overview of the changes and new features:

  • Preview of the terrain scene node for outdoor rendering.
  • The engine is not limited to 16 bit textures any longer. All other formats are working now too.
  • Creation and loading of software images.
  • PCX file support.
  • Curved surfaces support. (Thanks to Dean P. Macri, also for the PCX loader!)
  • New Materials
  • Interface for Logging text.
  • Bug fixes.
  • More bug fixes.
  • Really, lots of bug fixes.

For a detailed description, take a look at changes.txt.


Dec-05-2003
Using ODE With Irrlicht

There is a new tutorial available in the tutorial section, showing how to use Irrlicht with ODE, the popular open source physics engine. It was written by Gorgon Zola, a lot of thank you's go to him. :)
Note that the tutorial is available on his homepage too. I uploaded the demo and the source of the tutorial here, but I'll move it to the sf.net servers later.
So now Irrlicht officially works with both popular physic engines: Tokamak and ODE.


Dec-03-2003
New shot of the week

I uploaded a new shot of the week, it shows a nice Quake3 level rendered by the engine. There is a lot of snow in that level, reminding you to keep on coding for the winter demo contest (see news from Nov-21). ;)
Tom Williams sent in a tutorial showing how to create your custom mouse cursor with Irrlicht. It can also be read at his homepage.
Some personal news: I think I've most of the hard work behind me for university, so expect a new release soon. :)

Nov-26-2003
IRC Channel

Sirshane set up an IRC Channel for Irrlicht. The channel's name is '#irrlicht' and it is located at irc.freenode.net. Happy chatting. :)
In addition, Sirshane created an SDL device for the Irrlicht engine. This allows Irrlicht theoretically to run on all platforms that SDL works on. This includes embedded devices, video game consoles, Windows, Linux, Irix, MacOS X, *BSD, Solaris, and more. You can download this device here. Sirshane only tested the device on Linux, and is asking for sending in enhancements or modifications to this device. Or just post them into the forum.


Nov-21-2003
Winter Demo Contest

Saigumi announced a Irrlicht Engine programming contest in the forum. Make your best Winter Demo, try to use as many base Irrlicht functions as possible. The winner will receive a license for Milkshape.
The rules are:

  1. All content, libraries, and tools used to produce the demo must be legitimate. No warez or stolen artwork and models. You may share artwork or models from other demos if the original author gives their expressed permission.
  2. It must use Irrlicht, preferably version 0.4.1 or 0.4.2 when it is released.
  3. The source code must be included with the entry. This is to raise the available examples of Irrlicht usage as well as allow other OS'es/Systems other than the one that was used to compile the application to run it.

On December 20, 2003 12:01 AM, saigumi will grab all the demos and announce the winner before December 25th.
For more informations, visit the forum.
The new shot of the week was sent in by KnightoFlight, it shows his new snow tutorial. Maybe a possible contest candiate. :)


Nov-19-2003
Article in C't about Irrlicht

Seems that the Irrlicht Engine is getting more popular these days. In the current C't, a very popular german computer science magazine, a big article about Irrlicht can be found. It is about game programming, and Irrlicht is introduced next to only 3 other game dev kits: Microsofts DirectX, Conitec's 3D Gamestudio and TGC's DarkBasicPro. Irrlicht is reported to have lots of mature features and very clean and good documentated code. Arudil scanned the whole article and posted it into the open discussion forum.
There is also a large screenshot of Irrlicht in action in the article. I think it is a very nice article and I am a little proud that my name appears in it. Gives me lots of motivation to keep on coding. Cool!
Last update I forgot to add a link to zenprogramming on the link page, I did this now.


Nov-17-2003
Curved surfaces

Ttom sent in some demo code for or picking up items in 3d. You can download the code and demo from here. Thank you ttom!
I corrected some small typing errors in the Splitscreen tutorial causing code fragments like <s32> disappear in the code.
The external terrain renderer has now it's own homepage, it can now be found here: zenprogramming.tripod.com. I added this link to the download section.
And finally, as you can see on the screenshot at the left, I had some time to work on 0.4.2, and built in curved surfaces. Dean P. Macri sent in code for this, and I adapted it a little bit. Looks really nice. You can find a big version of this shot in the screenshot section.


Nov-13-2003
Splitscreen tutorial

Lots of users are waiting for version 0.5 of the engine, and I have to say sorry for the long waiting time. I've got a lot to do, currently. I'll create a small release (0.4.2) including the terrain renderer for those of you who can't wait. Hopefully coming this or next week.
Max Winkel
wrote a tutorial on how to do splitscreen games with the Irrlicht Engine. It is now available on the tutorial page.
Scott Brundage sent in a shot of a multiplayer deathmatch game he made with Irrlicht, looking forward to a playable demo. I made one of the shots the new shot of the week.
And last: I added the 'Welcome to the Irrlicht engine' thing on top as you can see. I'll start a small discussion in the forum about it. ;)


Nov-04-2003
Portal Renderer, new SotW

Brian Conner sent in some impressive shots of a project he is doing with the Irrlicht engine. I made one of the shot of the week, you can see it to the right. I also added the shot to the screenshot section.
If you would like to use the portal rendering method with the Irrlicht Engine, you are now able to do this: Maarten Bosma sent in an Addon to the engine, which does portal rendering. It is not yet finished and a little bit unstable and Maarten is asking for help to bring it to an end. You can find a link to it in the offtopic forum.


Oct-31-2003
Iso LevelLoader, forum moderator

Torsten Damberg published the source of his Iso-LevelLoader for the Irrlicht Engine on his homepage. (Beware, it is in german language.) Maybe a good place to learn how to create games with the Irrlicht Engine.
Another news item: We've got a forum moderator: After creating eve-corp.com providing free web space for Irrlicht Engine related projects, writing lots of tutorials for the Irrlicht Engine at his homepage, and helping hundreds of Irrlicht Engine users in the forums, he finally became the official forum moderator: Who can it be, if not saigumi. I don't know how to thank you, guy ;)


Oct-21-2003
Tokamak integration and orthogonal 3D

I added some new tutorials on the tutorials page:
If you need a physics engine in your program or game, you should take a look at the new tutorial, which was written by Matthew Couch. It shows how to integrate Tokamak into Irrlicht.
Saigumi wrote a Howto on orthogonal 3D rendering with Irrlicht. You can find it at this homepage, saigumi.net. It shows that it is quite easy to create isometric games with the engine. I added links to all his tutorials on the tutorials page too.
And as you can see, we've got a new shot of the week. I stole it from Shane Parker's venom page. It shows a scene created with venom (a phyton binding using Irrlicht) with only 13 lines of phyton code.
And last but not least: There are a lot of new game projects using the Irrlicht engine: "Project 84 Shadows of the past" made by Carlos Jose Ortiz and his team, a fps/RGP game, located at sls.webcindario.com. "Raptor", which will be a remake of the cool game by Cygnus/Apogee, there is already a small demo waiting for you at the raptor homepage. "Heartland" by saigumi and pharoseer, which uses the orthogonal 3D technique described in the new tutorial. You can find some nice screenshots of the game on the homepage of heartland. In addition, I added links to the already mentioned projects "Monsoon" and "The Scout".


Oct-15-2003
Venom & Extenic



Shane Parker is working on 'Venom' which is a Irrlicht binding for Perl, Phyton, Ruby, etc. and it sounds very promising. Take a look at the venom homepage, which is also hosted by sourceforge.
But that's not the only cool news: Fabian Kranen is working on 'Extenic'. It will be a portable layer on top of Irrlicht, which provides a generic way of managing a complete virtual world.
As always, I've added links to these two new projects on the link page.


Oct-10-2003
New SotW, german forum

Christian Lins sent news to me, that there is an other forum for the Irrlicht engine, in German language. It can be found here. I added a link to it from the link page.
Taking a look at the eve-corp webpage, you can see, that there are already 4 new projects with the Irrlicht engine on it. I'm looking forward to see the first screenshots of these games.
Some development news: The next version of the engine will have a lot more new features than planned, because some users sent in their personal enhancements, which I will integrate into the engine. I will talk about details later, but be prepared: It will be very cool. ;)
And last: I updated the shot of the week, with an image you maybe already know.


10-03-2003
Free webspace & new project

You are doing a project with the Irrlicht Engine and need some free webspace for it, including a forum and an email adress? Take a look at www.eve-corp.com. Saigumi set up this free site for Irrlicht Engine projects only. I think this is a very great service. A very big THANK YOU! goes out to Saigumi. For details take a look at the eve-corp site or into the open discussion forum.
Another interesting news: There is a new project using the Irrlicht Engine. It is a game AID for the role playing game 'Shadowrun', created by WhytWulf. Seems that he has used Ogre before and now switched to Irrlicht.
I added links to saigumis eve-corp and the shadowrunonline.sf site on the link page and updated the author page.


09-30-2003
Terrain renderer preview

I played around with terrain rendering last week, and because the results look really nice, I will definitely include a terrain renderer in the next release. Take a look at the new screenshots, they show the alpha version of the renderer, drawing some ultra realistic looking terrain.
And as you can see, we've got a new shot of the week: Cleves sent in this picture showing a scene from a game he is working on. The game has not a name yet, but he says he will think about it soon. :)


09-25-2003
New project using Irrlicht

Hunter Poitevint announced that he and his team are developing a 3D action game with the Irrlicht Engine, called 'Supa-G'. They've set up a webpage for it at www.supa-g.com, I already added this to the link section.
Just a few words on the current development status: I implemented now the new texture loading code and everything seems to work perfectly. From the next release on, the engine will no more be limited to 16 bit textures. I added two new screenshots which show 32 bit textures in action to the screenshot gallery. But I don't know yet when this release will be out, I've got to fix some bugs, and add some additional features.
I updated the development page with the new status and added a new question to the FAQ.


09-23-2003
More examples

Saigumi, Jrnovoa, Joi, and Gorgon Zola now posted 5 example applications using the Irrlicht Engine with source code included into the offtopic forum. Gorgon Zola for example posted a very impressive quad tree terrain scene node, with LOD rendering. I made screenshots of 4 examples, you can take a look at them on the left or in the screenshot area.
I also added one of the shots representatively of the others as shot of the week.


09-19-2003
API doc uploaded

The API documentation for 0.4.1 is uploaded now.
I also updated the development page and changed some colors of the website.
If you take a look into the forum, you'll see that I've splitted the help forum into a beginner and an advanced developers category. Hope the forum is a little bit clearer now.
There are some new interesting threads in the offtopic forum, started by saigumi and jrnovoa, who posted some demos they made with the Irrlicht Engine, source code included. Maybe some other users want to post their demos (with source) too, to let other people be able to learn from it?


09-18-2003
Irrlicht Engine 0.4.1 released!


I released version 0.4.1 today. It comes as non-sdk-release, which means that there are no examples, media, tools and tutorials in it. And there are no very big changes, just some little new features and lot of bug fixes. Here is a short overview:

  • New GUI elements: Message Boxes, Multiline Text and modal dialog windows.
  • Faster input processing.
  • Non default MD2 animations are now supported.
  • Automatic event processing for cameras.
  • Keymapping for FPS camera.
  • Compressed TGA loading.
  • Version checking.
  • Converting 3D coordinates into 2D and the other way round.
  • Quadratic gravity acceleration with the CollisionResponseAnimator, fixing the wall climb bug.
  • Lots, lots of bugs fixed.

For detailed descriptions, take a look at changes.txt. You can find a link to the release in the download section. I also updated the author page with a new credit, and added a new screenshot showing new gui elements in action.


09-14-2003
New SotW and 0.4.1 development

I am currently working on a new release (0.4.1), already implemented are: Faster input event processing, compressed TGA loading (thanks to Jon Pry), collision helper methods, more GUI elements, version checking, refactored event receiver system, bug fixes and a lot more. I think 0.4.1 will be out next week, so stay tuned.
And as you can see, I uploaded a new shot of the week showing a scene from the techdemo 0.4.


09-08-2003
Terrain renderer

Knightoflight wrote a terrain renderer for the irrlicht engine and is asking for help to extend it. You can contact him using the forum. Download the renderer from the download section.
I uploaded a screenshot of the renderer and added two new questions/answers to the FAQ.
And last, there seem to be some problems with the CodeWarrior tutorial: Some applications seem to crash. If you find a solution for this problem, would be nice to post it into the forum. Thanks!


09-06-2003
Irrlicht and Codewarrior

There is a new tutorial written by André Simon, which describes how to create applications using the Irrlicht Engine with Metrowerks CodeWarrior. Thus, now 5 IDEs are supported: The last 3 versions of Microsoft Visual Studio, Bloodshed DevC++ and Metrowerks Codewarrior.


09-04-2003
Irrlicht Engine 0.4 released!



A new version of the engine has been released. Download it from the download page. There are more new features and changes in the 0.4 version of the engine than in any other release before. The highlights are:

  • Collision Detection and Response. Add gravity, sliding and stair climbing to your application only by switching it on with 2 lines of code.
  • Particle System for snow, fire, smoke, explosions.
  • Scene node for creating realistic water surfaces.
  • Fast and precise picking.
  • Stencil shadows using the ZFAIL method.
  • New materials like transparent reflection or 2 layer solid material.
  • Simplified ISceneNode interface.
  • Better MD2 animation playback interface.
  • Better debugging features like text output and automatic boundingbox drawing.
  • Video mode list.
  • Interface for fading in and/or out the whole screen or parts of it.
  • Better linux port: Lots of bugs have been fixed.
  • Mesh manipulator.
  • 2 brand new tutorials.
  • New interactive techdemo.
  • Lots of bug fixes, for example the blackscreen bug should be history.

For a detailed description of all changes take a look at the changes.txt file. I uploaded some new screenshots of the new version into the screenshot area, the two new tutorials into the tutorial section and the development status on the development page. In addition, there is a new shot of the week, showing a terrain renderer created by knighttoflight.


08-27-2003
New SotW & sourceforge issues

Again I uploaded a new shot of the week. It has nothing to do with the current development, it simply looks cool. It is not possible to make a shot of the now implemented collision detection and response, and as long as nobody sends me screenshots of his project with the engine, I'll have to upload my own shots. :) The forum seems to work well, and the sourceforge server problems also other sourceforge sites are encountering are getting better. I added a link to saigumi.net on the link page.


08-22-2003
New forum

Because of a user request, I set up a new forum. I chose a phpBB2 Forum with a Irrlicht-style adapted VB2 skin, hope you like it. This new forum will replace the sourceforge forum, so it would be really nice if you could go there, check it out, and post some messages into it. Also, it does not look nice as empty as it is, so post as much as you can. :)


08-20-2003
Better picking and collision detection

As you can see in the screenshot on the left, picking now works really good. Picking is already 100% implemented and I am currently working on collision detection and response. I hope it will be possible to go through a 3d map like in first person shooters in the next release. I updated the development page for you to be able to watch the progress of version 0.4.


08-15-2003
New shot of the week

I uploaded a new shot of the week, again showing the particle system. Yesterday, I played around with stencil shadows and added the option to choose between ZFail and ZPass method, to be able to move the camera into shadow volumes without errors. This will be included in the next release of the engine.


08-12-2003
New Project using the Irrlicht Engine

A new game called 'The ReShock Project' using the Irrlicht Engine is being created by Christian Lins. It is a Fan-Fiction game to System Shock 2. Find more information on the games website, which now is linked from our link page.


08-11-2003
New tutorial

Andy Spurgeon wrote a new tutorial on how to set up Dev C++ for developing applications with the Irrlicht Engine with it. Thanx! You can find the new tutorial in the tutorial section.
In addition I updated the screenshot section and the link page.


08-08-2003
Particle System

The last days I added an easy to use but very extensible particle system scene node to the engine for creating explosions, smoke, snow, fire and so on. It looks really nice (take a look at the new screenshots) and is surprisingly fast. It will be included in the next release of the engine.


08-05-2003
Unofficial DX 9.0 driver for Irrlicht 0.3

And Julio Gorgé has done it again: The Unofficial DirectX 9.0 Driver for the Irrlicht Engine 0.3 is released. A big 'thank you' goes out to him, spain and ZSgames. The files can be downloaded from the download section. In addition, I updated the link and development page.
I also want to thank all out there for sending in the 'blackscreen' reports, helped me a lot!


08-02-2003
New project using Irrlicht: 'The Agency'

Focus Enterprises is creating a 3rd person rpg shooter game entitled "The Agency" and uses the Irrlicht Engine for that. More informations can be found on their website.
BTW, thanx for all the reports sent in, but I could use some more. Just take a look at the previous news item. :) I also updated the link section and added a lot to the development page.


08-01-2003
Blackscreen bug

Back from holidays, looking at all the mail in my inbox, I see that there is a lot to do. I updated the shot of the week with a new screenshot from a program you can download here. It would help me to find a bug which occurrs with different gfx adapters, if you could start the .exe files in the archive and report any bugs and error/warning messages you get. There is a small .txt file included in the archive, descibing what to do. It's the "black screen" bug I am trying to find, so its would be very nice if downloaded, ran the 4 programs and reported your results. Thanx!


07-18-2003
Irrlicht Engine 0.3 released!

Finally here it is: The 0.3 release of the Irrlicht Engine. As always, there are a lot of new features included, here are some highlights:

  • The engine now compiles and runs on linux.
  • Skeletal animations. It is also possible to attach items to parts of an animation, e.g. a weapon to the left hand of an character.
  • Extended and more advanced 2D graphic capabilities.
  • Two new tutorials. All old tutorials have been updated.
  • Lots of bugfixes.

For more informations, please take a look at the file changes.txt. And here is another short news: For the next 2 weeks, I'll be on holidays, where I'll not have access to the Internet.


07-11-2003
Skeletal Animations

The Irrlicht Engine is now able to do skeletal animations: It plays animations from Milkshape .ms3d files, which are loaded directly: No exporter is needed like in other engines. I also did some experiments on collision detection. But I am not really sure of the final interface, so I might do the next release without the long awaited collision detection feature.


07-05-2003
Extended 2D graphics

I extended the engine a little bit, now it is able to do 2D graphics. Alpha blending, color key based blitting, font drawing and a lot more is possible. Mixing 2D with 3D graphics is no problem either, hence 2D can be used for example for interface drawing in 3D games. All this will be included in the next release (0.3), and I am going to write a tutorial on how to do this.


06-30-2003
Irrlicht running on Linux

The last some days I was working on the Linux port of the engine. And now its nearly complete, only some minor things like keyboard input and cursor control are missing. Everything works perfectly, you now can write your game code once, and your game will run on both Windows and Linux, without having to change one single line of code.


06-23-2003
New shot of the week

The new shot of the week shows a scene from a 3D jump'n'run/action/adventure game created by Torsten Damberg using the Irrlicht engine. You'll get more informations about the game from his homepage: damberg.de.


06-22-2003
Version 0.2.5 released

As promised, version 0.2.5 is now available for download. It is a non-sdk-release without documentation, examples and media, but full source and precompiled binarys are included. Highlights of the new features are:

  • Vertex alpha transparency material type
  • Collision manager with picking
  • Automatic culling
  • Texture removing and reloading
  • MD2 and 3DS bugfixes
  • Dev-C++ 5 beta 8 support

A detailed description of all changes can be viewed in the changes.txt file. You can download the package from the download area.


06-21-2003
Announcing the coming of version 0.2.5

Because of some useful new already implemented features, I will upload version 0.2.5 in the next some days. Included will be all bugfixes with 3ds and md2 files, automatic aabbox based culling, the possiblity of removing textures, picking and a lot more. A shot of the collision manager currently picking an md2 model can be viewed on the left.


06-18-2003
Development speed increasing
JoWooD

Some small and a little bit personal news: I quit my job as programmer at JoWood Productions for being able to finish my studies of software engineering at Vienna University of Technology. This means that from now on, the development of the engine will increase speed. I also updated the author page adding some informations about myself for the ones of you who asked. :)


06-16-2003
New project using the Irrlicht Engine

There is a new project using the Irrlicht Engine, it is called "The 4th sign". The project has got a homepage at the4th0.tripod.com, and the first screenshot of the project looks this good, so I uploaded it as the new shot of the week. I also added a link the the homepage in the link section.


06-11-2003
Website update

I changed the design of the homepage, I hope it looks a little bit more structured now. I also uploaded a bigger Irrlicht Engine logo into the link section, which looks like the one at the top of the website.


06-10-2003
Techdemo download

As desired by some users, I uploaded a standalone techdemo. It can be downloaded from the download section.


06-09-2003
New SotW

Charles Morton is currently working on a terrain scene node for the Irrlicht Engine. He sent in this shot of his terrain prototype in action, and it really looks nice. So it has become our new shot of the week.


06-03-2003
Direct3D 9.0 driver bug fix

Julio Gorgé fixed some bugs of his DirectX9 Driver for the Irrlicht Engine. You can download the fixed version of the driver now from the download section.


06-02-2003
New SotW

This really cool looking new shot of the week was sent in by Daniel Dekker, showing the start up screen of his modification to the Irrlicht Techdemo. The Demo is called 'Inferno'.


05-28-2003
Direct3D 9.0 driver and 3Ds loader bugfix

Julio Gorgé created an Unofficial DirectX 9.0 Driver for the Irrlicht Engine. It is now available for download in the download section. This is the first big external code contribution to the engine, so a very big thank you goes to Julio Gorgé.

An other new piece of code, available for download is a small patch to the engine: The 3Ds file loader had a bug, it loaded objects with more than one textures in a wrong way.


05-26-2003
New SotW

As you can see, here is a new shot of the week, showing a scene of the techdemo which is included in the 0.2 SDK. As one can read in the forums, there are already some people working with the engine. Hey, would you like to have your shot uploaded right here, to the main page of the Irrlicht Engine? Just send me (niko (at) code3d.com) your shot, no matter what it shows, even if you just added a resolution changer to the techdemo menu. ;)


05-22-2003
Small update

I updated the link section and added links to projects, which are using the engine (there is currently only one known to me) and links to friends. I also added a new question/answer to the faq describing how you could help me with the engine.


05-19-2003
Version 0.2 released


A new version of the Irrlicht Engine is now available for download from the download page. There are lots of new features, bug fixes and optimizations. Here is a short list with the highlights of the new release:

  • The engine is now able to load 3DS files, with their materials and textures.
  • There is now a tool for generating new fonts for the engine included in the SDK.
  • New scene nodes (Skyboxes) and scene node animators (texture animators).
  • Experimental stencil buffer shadows with the Direct3D device.
  • Sphere mapping.
  • Interfaces for extensions with new texture and mesh loaders.

The webpage was also updated: There are some new tutorials available on the tutorials page, the milestones for version 0.3 can be viewed on the development page, and I added an acknowledgements section on the author page.


05-12-2003
New shot of the week

It's monday, so here is the new shot of the week: It shows a scene of the new techdemo I am currently working on. The demo will show some of the new features like real time shadows, reflections, and skyboxes and it will be included in the 0.2 release which I hope will be ready this week. The progress of version 0.2 can still be viewed on the development page.


05-03-2003
Reflections, projects using Irrlicht

A new material type is implemented: EMT_SPHERE_MAP, already working in both Direct3D and OpenGL drivers. Just set the material type of anything in the engine to this one, and it will reflect its environment using a sphere map. Looks really cool. Take a look at the screenshots. Can't wait for release 0.2. ;)

Another good news: The first projects using the Irrlicht Engine are awakening. Torsten Damberg sent a screen shot showing his iso level loader made with the Irrlicht Engine, which has now become the first external shot of the week. Torsten also has a homepage at www.damberg.de, where you can take a look at the progress of his project.


04-28-2003
Skyboxes

Because of a request in the forum, I added a new feature to the engine: sky box scene nodes. It was a task of a few minutes and they work perfectly. And because it is a new week, and my first working skybox looked really nice, there is a new shot of the week as you can see on the right side. The screenshot is also available in the screenshots section.


04-23-2003
Website update

A very small website update: Played around with the colors of the website, fixed some minor bugs and added a 'shot of the week'.
The engine now seems to be a little bit more popular. Using google, you'll find links to irrlicht.sourceforge.net from all over the world.


04-17-2003
Shadows

I made some performance tests with the engine and stencil buffer shadows, and because it worked so good, I'll include them into the next release (0.2). They have some bugs and currently only work with the Direct3D8 driver, but there is still some time to get around this before the next release. Have a look at the new screenshots.


04-15-2003
Website update

I updated som parts of the website: The FAQ and the Author section, and the API documentation were updated. Also I added a new screenshot showing the hill plane mesh in action, which is available since 0.1.5.


04-09-2003
Tutorial update

There is a new tutorial available on the tutorial page. It is intended for more advanced users, and shows how to implement and use your own customized scene nodes in the Irrlicht Engine. I also fixed some minor bugs in the two other tutorials because of changes the 0.1.5 release brought with it.


04-03-2003
0.1.5 release

As announced yesterday, the 0.1.5 release is available now. It is a non-sdk-release, which means there are no external documentations, tools, tutorials, examples, and media in it. The next full release will be still version 0.2. But it is worth downloading the 0.1.5 release, new features are: Full OpenGL device implementation, simplified dynamic light interface, custom scene node support, first person shooter camera control, cursor control, g++ and Dev-C++ support and a lot more. Download it from the download section. I want to thank Mark Jeacocke, Torsten Damberg and Florian Wagner here for their helpful comments and ideas in the forums and per email. Helped me a lot. And a last thing: the FAQ section was updated, and I created a news archive.


04-02-2003
OpenGL driver completed

Today, the OpenGL 2D and 3D driver implementation was finished. As you can see on the new screenshot, now there is no difference anymore between the Direct3D8 and OpenGL1.2 device. Because there are so much new things already implemented, and some people cannot wait for the release of version 0.2, I think I will make the modified source of the engine available tomorrow. There are two possibilities of release modes, I will do only one of them. Please tell me which mode you prefer most:

  • A small pre release (0.1.5) with all the sourcecode and a precompiled engine.
  • The source of the engine avaiable through sourceforge CVS.

You can use the forum for that, or if you want, send me a mail.


03-26-2003
All the way to version 0.2

The development of the Irrlicht Engine 0.2 keeps going on. There are some new features already 100% implemented which I would like to announce here: I created a tool for making fonts for the Irrlicht Engine GUI called IrrFontTool. This program and its complete source will be included in every SDK from now on. Some other additions to the engine are: A first person shooter camera control like in Unreal™ or Quake™ has been implemented, an interface for the manipulation of the mouse cursor, and it is now possible to add external custom scene nodes to the engine. Tutorials how to use all this will be created before release.


03-20-2003
Dev-C++ and Visual Studio support

Because of the outstanding linux port and some user requests, I've refactored the whole code of the engine and made it compatible to the g++ 3.2.0 and the last two microsoft compilers which come with VC++ 6.0 and VC++.NET. This means that in version 0.2, you will not be only able to develop applications using the engine with Dev-C++, VisualC++ 6.0 and VisualStudio.NET, but you will also be able to recompile the whole engine with these.


03-14-2003
Irrlicht Engine released!

After some hard work, finally the first version of the Irrlicht Engine has been released: Version 0.1. The SDK is waiting in the download section for you to get it. In the package is included: A cool tech demo (screenshots available in the screenshot section), compiled tutorials which can also be read online, the complete source of the engine, the documentation and a lot more. Moreover I updated the todo list on the development page, announcing what features are planned in the next release. And here is one last thing I forgot to say: The background music 'IrrlichtMainTheme' of the tech demo has been composed and created by the very talented german musican Markus Rohde. It is also included in the SDK.


03-07-2003
Documentation online

Because the first version of the Irrlicht Engine SDK is nearly complete, I am already able to upload the API documentation. Doxygen is used for generating the documentation and it is really a great tool. From now on the latest version will always be accessable from the Documentation->API link menu item on the left side. Also, I am really happy to say that Michael Cook and Jakab Marton, two great Quake3™ Leveldesigners, gave me permission to use their maps for screenshots and demos of the engine. And last but not least: Because I received so much emails with the same questions, I upated the FAQ section.


02-28-2003
First release is on the way

The first release of the Irrlicht Engine SDK is on its way. The release will be in the next two or three weeks. To show you the progress of the development, I've made a detailed TODO list at the development site. As you can see, dynamic light is 100% implemented now. Also, I contacted Brian Collins and got his permission to use his cool 3d models with the engine. Also, I uploaded some new screenshots.


02-19-2003
Open Source and SourceForge

The Irrlicht Engine has gone open source! It will now be available under the zlib/libpng license. The first release (0.1) will soon be available. Also, the Irrlicht Engine is now hosted by SourceForge.Net: Thanx for hosting us!


11-21-2002
New Screenshots
There are some new screenshots online. They show some scenes of directly loaded Quake 3D levels. Look at the screenshots section.

09-30-2002
First Sceenshots online
The first screenshots of the engine are online. Look at them at the screenshots section.

09-25-2002
Pre Alpha Demo ready for download
A year ago, I made a demo of the Irrlicht Engine for checking out the speed of the Direct3D8 driver. It was posted as IotD at flipcode. The demo showed some nice particle effects, the bsp tree in action, and the first steps with the character animation system. The demo is old and ugly, but the first official demo of the Irrlicht Engine. Download it at the download section.

09-22-2002
Irrlicht Engine Homepage Online!
Finally I've made it and created an official Irrlicht Engine homepage. It's empty, but soon we will fill the site with lots of content.

 


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