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:
- H-Craft Championship,
a high quality impressive looking commercial 3D racing game
(related
forum post) created by irrgheist. Screenshots
added.
- SiO2's
impressive Irrlicht Demos, mostly using state of the
art shader technology and techniques like Dynamic Glass
Refraction, Hardware Skinned Meshes, Hardware Ray Tracing,
Depth Of Field, Dynamic Water Reflections, Toon Shaders
and more. They are so impressive so we had to add them to
the screenshot section.
- Warboard,
a turn based 3D game by warchief.
- A
XBox360 controller for Irrlicht games, created by lug
- Mythorgia,
a MMORPG by strong99
- Lug's
GUI editor for creating irrlicht 2D GUIs.
- Battleheart
a stylish cartoon shooting game
- Cubo!
The Jungle, commercial game by thegreatstudio.com
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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! |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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-04-2005 |
Compatibility with Code::Blocks, BlizMax and
more |
 |
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! |
 |
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 |
 |
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 |
 |
|
| Jul-08-2005 |
Irrlicht Engine 0.11.0 released! |
 |
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 |
 |
Two short updates:
|
| Jul-02-2005 |
New irrXML release |
 |
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 |
 |
There are some new projects using Irrlicht:
|
| Jun-04-2005 |
Community updates |
 |
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! |
 |
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 |
 |
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 |
 |
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:
.
Additional updates:
|
| May-04-2005 |
Website change and call for shots |
 |
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 |
 |
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 |
 |
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
or directly .
Thanks. Also, the irrlicht (development) blog has been moved to
irrlicht3d.org.
Other news:
|
| Apr-01-2005 |
Irrlicht Wiki |
 |
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! |
 |
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-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:
- Uploaded the slides
of my lecture about Irrlicht at the os04.
Please note that I had to remove some slides and that they are
all in german language.
- knightoflight wrote a tutorial
on "How to use the terrain engine libmini with Irrlicht".
You can download a demo from his homepage.
- Alvaro F. Celis created
some video tutorials on how to use Relo + MSVC with Irrlicht.
And he finally got his author entry
;)
- Updated some links at the link section:
- Removed dead links from the link section.
If I removed your project by mistake, let me know. If your project
isn't listed on the link page, let me know too.
- Somehow tutorial5 contained the
same text as tutorial4 after the last
update. Thanks to Jacob Linz for sending me a notice. Fixed.
- Added a new shot of the week, created by arras.
It shows a scene of his space flight demo, and simply looks
cool. You can discuss it in the
forums.
- Jox modified
the .x exporter for blender, which now works better with
Irrlicht and has additional features. Take a look at this
thread in the forum.
|
| 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:
- 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.
- It must use Irrlicht, preferably version 0.4.1 or 0.4.2 when
it is released.
- 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. |
| 08-08-2003 |
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 |
| |
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. |
|