
Engine Details
| Irrlicht |
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| The Irrlicht Engine is a cross-platform high performance real-time 3D engine written in C++. It is a powerful high-level API for creating complete 3D and 2D applications like games or scientific visualizations. It comes with documentation and integrates all the state-of-the-art features for visual representation like dynamic shadows, particle systems, character animation, indoor and outdoor technology, and collision detection. All this is accessible through a well designed C++ interface, which is easy to use. |
| Author |
Nikolaus Gebhardt |
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| Graphics API |
OpenGL, DirectX, Software |
Operating Systems |
Windows, Linux, MacOS, Solaris, FreeBSD, Xbox |
| Programming Language |
C/C++ |
Status |
Productive/Stable |
| Documentation |
Yes |
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| Features |
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General Features |
Object-Oriented Design, Plug-in Architecture:
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Using C++ the engine is completely object-orientated yielding platform independence and graphics API abstraction |
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features a plugin-mechanism in that it supports external image and mesh loaders and provides a factory pattern support to enable automatic loading of those structures. |
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Integrated fast XML parser |
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Unicode support for easy localisation |
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Support for .ZIP files |
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Support for 64-bit |
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Joystick support included in Windows, Linux and OSX |
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Built-in Editors |
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irrEdit: a free functional scene editor and lightmap generator |
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GUI Editor |
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Physics |
Collision Detection:
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Bounding box and triangle based collision detection and response |
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Lighting |
Per-vertex, Per-pixel, Lightmapping:
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Supports dynamic lighting and light maps |
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Support bumpmapping / normalmaps |
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Supported through vertex and fragment programs as well as fixed function pipeline |
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Shadows |
Shadow Volume:
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Dynamic shadows using the stencil buffer |
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Texturing |
Basic, Multi-texturing, Bumpmapping, Mipmapping:
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Basic texturing support with texture animation |
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Supported texture formats: BMP, JPG, PCX, PNG, PPM, PSD, TGA and WAL. |
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Save textures in BMP, JPG, PCX, PNG, PPM and TGA |
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Shaders |
Vertex, Pixel, High Level:
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Supports low level assembly vertex/pixel shaders and fragment/vertex programs as well as HLSL |
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Support for GLSL: ARB Vertex Programs, ARB Pixel Programs, HLSL, GLSL 100 & 110, VS1.1 - 3.0, PS1.1 - PS3.0 |
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Scene Management |
General, BSP, Octrees:
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Easily extensible hierarchical scene graph |
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Mix indoor and outdoor scene seamlessly together |
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Supports picking, |
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Animation |
Skeletal Animation, Morphing, Animation Blending:
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Meshes are linear interpolated from one frame to the next |
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Mesh is manipulated by animated joints |
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Load Quake 3 BSP Levels |
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Meshes |
Mesh Loading:
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Supports 3DS, Milkshape, COLLADA, Maya, DeleD, DirectX .X, FSRad .oct, Cartography shop 4 .csm, Pulsar LMTools .lmts, My3DTools 3 .my3D, Quake 2 models |
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Supports native formats: Irrlicht Mesh (.irrMesh), Irrlicht Scene (.irr), Blitz Basic (.b3d), Alias Wavefront (.obj), Stereolithography (.stl), Lightwave (.lwo), Quake 3 (.md3, .bsp), Ogre (not animated) |
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Support mesh saving for Collada, IrrMesh, OBJ and STL formats |
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Exporters for common formats are available from third-party sources |
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Special Effects |
Environment Mapping, Billboarding, Particle System, Sky, Water, Fog:
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Sphere mapping |
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Realistic water surfaces |
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Customizeable Particle systems for snow, smoke, fire |
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Supports parallax mapping |
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Terrain |
Rendering, CLOD:
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provides geo mipmapping with several LODs |
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Rendering |
Fixed-function, Render-to-Texture, Fonts, GUI:
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2D drawing functions like alpha blending, color key based blitting, font drawing and mixing 3D with 2D graphics |
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Alpha blending for transparency |
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Transparent objects automatically managed |
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2D GUI System with Buttons, Lists, Edit boxes, etc. |
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Support: |
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| Date Added |
Thu, 24 Jun 2004 |
Last Updated |
Wed, 14 Apr 2010 |
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There are currently 59 reviews for this engine
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| License Name |
Price |
Source Code |
Comments |
| zlib/libpng |
Free |
Yes |
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Screenshots:
Member Reviews |
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NOTE: The ratings and reviews below reflect the opinions of their respective authors and as such, do not reflect the opinions of DevMaster.net or its staff.
The reviews are not moderated and some are completely inaccurate. Therefore, most reviews should be taken with a grain of salt. If you find any inaccurate or inappropriate reviews, let us know by stating in detail why you think the review should be removed and any links/documents that support your contention.
| irrlicht needs its own mesh format |
i agree with panoramix!
irrlicht desperately needs its own mesh format!
i like that irrlicht isn't very bloated compared to other engines. that's one of its strenghs. so it would be nicer in my opinion if the rest of the supported model formats (except maybe collada) were put outside of the engine into an external conversion tool.
i think stencil shadows have no future. irrlicht should support depth map shadows.
irrlicht.net is a very nice addition! with .net languages irrlicht is even easier to use. it's a pitty though that it doesn't support mono since it's done with managed c++. |
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| Great for learning to develop 3D applications |
Irrlichts two strengths is its ease of use and its support.
While most of the support comes from the community and not the primary developer, that community is large, helpful, and active. Even basic Learn C++ questions are answered without flames and RTFM n00b.
Irrlichts scenengraph is easy to use, robust, and fast. Any type of game should be writable without any need to write or re-write your own scenegraph.
On the downside, Irrlicht is missing many advanced features, like shaders. Though since it is currently only on version 0.6, more advanced features should be expected. |
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| Irrlicht IS powerful |
I find Irrlicht to be very powerful in the fact that it is the most modifiable and well constructed engine I've worked with. I think it does look as good as other engines, such as Ogre or Truevision or even Torque, the only difference is the textures or models used. Take any media content from any engine and use it in Irrlicht and you will produce the exact same results.
I personally implemented texture splatted terrain, geomipmapping, dot3 bump mapping, shadowmaps and many other graphics techniques with Irrlicht in a matter of no time. It is very easy to understand the structure of the engine and change one part of it without effecting the rest as a whole.
The only aspect of the engine I would criticize is perhaps the speed of Irrlicht's implementation of the Octree structure and collision. Other than that, everything else has met my needs thus far. |
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| The best engine to get into game development |
The two main features of Irrlicht are that it that easy to use and its use-it-for-ever-you-want-and-its-free licence.
Unlike in other engines you'll be able to create games and fast 3d applications from the start, without the need of undergoing a long learning process. Yet the engine is quite powerful, it has for example collision detection and response, cool 3d special effects and is very easy to extend.
In addition, you'll find a helpful community wich gives a lot of support. |
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| So So |
Irrlicht is a so so engine in general
+ Easy as Pie + Stable + .NET port a coming soon + Cross Platform
- Lacking a cvs - Lacking needed features - "Bug Fixes" has been on the development list for 3-4 releases, but has not been done due to useless features (XML parser!?) - S L O W |
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| A great engine. |
(sorry for my bad english)
Personally I use Irrlicht 3d Engine because it is very easy to use. My c++ knowledge only came from reading the book "c++ for dummies" and few projects I made in 2D with allegro. Anyway, I'm able to create a lot of great things very easily: only 20 lines of code and you have a working fps with a map, moving camera, etc. Others things like collision, dynamic lightning or loading external files are also easy to do because there are a lot of good and complete tutorials.
While it's easy to use, Irrlicht is also quite powerfull and it has lot of interesting features.
in the coming version 0.7 there will be even more features with a new material system (including shaders) and .NET support so you can use other languages.
I also like it because it is portable, pretty stable and fast enough (but there still could be improvements in speed and some more optimizations...)
Irrlicht have also a big and dynamic community on a great and interesting forum. There are also a lot of third party developers on IrrlichtNX so there is a lot of future for the Irrlicht Engine. :-D |
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| commercial C++ grade engine for free!! |
Irrlicht is one of the greatest free engines I've ran into.
Specialized on the graphics part, it's the one I've found to be easier to work with. It supports all major 3d model formats, as well as image formats, and the engine itself includes a complete set of functions and instructions that let your project grow in any direction you want it to.
It's very moddable and external engines like physics or audio are easily added.
It's got one of the most active communities I've seen on the net and everyone is very supportive.
If you're a programmer you'll squeeze it to its limits and add all the things you need in no time.
ps. It already has a CVS version. ps1. Irrlicht kicks butt! |
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| Free Stuff is good |
A free C++ engine is always good; But Irrlicht is the best one out there. I intergraded this into my In-Studio tool and it worked great. Its well worth the small download and gives you good quality, for little to know experience.
H4Games http://www.h4games.com |
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| Recommended for starter |
This engine is very easy to get started, with great uptodate tutorials. the engine is completly and nicely written in OO fashion, the documentation is good. however the engine have its limitation when you trying to implement more advanced feature. for example you cannot apply more than 2 texture to 1 object, without extensive digging into the source code and modify to your needs. there are many custom codes written for irrlicht engine, which adds more feature, but everyone works on different version of irrlicht engine, which makes the implementation to your own code much harder. the community is large and friendly, most the time your questions are answerd by the community, not the developers there are also many other project that works closely with irrlicht such as IrrKlang(new), which is a nice and easy sound library(by the same person wrote irrlicht), that can work standalone; IrrEdit, which is a scene editor, capable of generating lightmaps, particle editing, etc and save in .irr format. IrrEdit and IrrKlang are both written by same person who wrote Irrlicht, so i count them to be part of the irrlicht engine
overall, this engine is great for people learning how 3d game, and engine works. once you get hang of it, its better to move on to more advanced engine, such as crystalspace, ogre etc |
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| WORKS WITH GCC! |
ok, first off, i love this engine coz i can use it with gcc, i absolutely hate VCpp, so this engine definately gets props for that. Secondly, the engine structure is kinda messy but not completely hopeless, its definately usable by the intermediate coder. third, software rendering rox! lol
features: this engine is feature rich, i mean, it has everything, and its not terribly difficult to implement it in your code, so i give it 5 star :)
ease of use: i give it 4 stars coz its kinda messy, the engine structure has a slight learning curve. not that theres an engine that doesent, but this one is a lil steeper than i was used to.
stability & performance: works great with gcc, and hasnt crashed my machine yet. performance wise, i've been meaning to test the software rendere on my old laptop, but as far as HW gfx goes, this engine is BLAZING FAST!
support: i've not needed any support, so i cant really say, i'll assume a 5.
note to dev's on irrilicht: please please dont stop supporting gcc! and keep up the good work |
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| it's really easy for use |
| I start learning 3d program six month ago. luckly I found irrlicht. It's really nice, easy and popular. The most impotant thing is that irrlicht is progressing every week, as you can see. |
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| Great engine! |
| Whether you are just reading other's code for ideas or setting out to build your own game on top of this engine, it's a very well designed place to start. It's a very fast engine with a great community and nice feature turnover (i.e. new things added often). |
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| Greate engine, cool & easy effects |
| Never used an engine with that nice learning curve. The effects are great, and now it looks like the next version will get some decent shader effects like per pixel lighting and normal maps. Can't wait for that version! |
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| Very Good |
| This engine is very good. Surpasses many capabilities of commercial engines, and seems to be easy to use. It has cool features like shaders and goes extremely fast. It also has a large community with many tutorials out there to aid this engine |
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THE BEST 3D ENGINE EVER!Posted by:
Sh3ik
at Jun 11, 2005 |
You can forget Crystal Space and OGRE with their steep learning curves and their LGPL licenses, Irrlicht is by far the BEST 3D engine EVER! It has all the up-to-date features such as those in CS and OGRE and then some! You don't havto convert your 3D models into CS or OGRE format, Irrlicht supports just about all the major formats! Man, you just have to take a look at the features. Also this engine is LIGHTNING FAST! I think the real reason for this is it's clean, organised, and small code, which compiles into ONE .dll file with a SMALL file size! You WILL NOT BELIEVE THIS, but using the latest version of Dev-C++, and the latest Irrlicht SDK (0.10.0), I compiled the source code without ANY ERRORS WHATSOEVER! I just extracted the source, opened up the dev project file, and compiled, and BOOM! Its seriously that easy, check it out yourself! I can go on blabbering about how great it is. Even if you are a beginner C++ programmer (as in you are able to write and compile code) you can learn this FAST! I think this is enough blabbering. Please, do yourself a favor and DOWNLOAD IT NOW! Not to mention its i-dont-care-what-you-do-with-the-code license, you can just about do anything you want with it! Dont be bummed by the crappy models and levels (low poly count) in the SDK, Niko only did this to reduce the size of the SDK download. Take your own High-Poly models and levels and run it in the engine and see for yourself the DOOM-3-QUALITY! As in, take DOOM 3 models and levels, and use them in Irrlicht and see the SAME RESULTS, BUT FOR 100% FREE! w00t! Ok ill be done now.. :D
PS: Please note Irrlicht is a 3D Engine, NOT a GAME ENGINE, but, you can EASILY integrate physics and sound libraries (there are TUTORIALS on how to do this in the SDK!) and make your own game! :P |
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| one of good engine for beginner |
excellent!
This is one of good engine to make simple result. In my summer holiday, I spend lots of days to reading documnets and compiling 3d engines.
I'm looking for a job to make online game. I'm 36 years old and useful Project Manager. Call me if you are CEO of game company in Korea.
Min Ho Ha SEOUL 011-9723-2389 |
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Great engine, but it has it's flaws...Posted by:
toopz
at Jul 29, 2005 |
First off, it's a great engine. Supports animated meshes, bsp's, per-pixel lighting, bump and parallax mapping, is extremely easy to use, and a number of other features that you can simply scroll up on this page to see. however, rather than walk you through this, I'll tel you about it's *missing* features.
For starters, there's no IK bones animation. This doesn't sound bad at first, unless you want certain real time animations to happen. For example, in my game, I'm planning on having it so when not jumping, the player's feet are always on the ground. This would mean like on a hill side, his right leg would be bent so that the foot would stay on the ground properly, while his left leg might be extended to reach the lower ground. However, IrrLicht has no support for this. No IK also means that ragdoll animations are impossible. Not to mention only two of the mesh formats (.x and .ms3d) support animations. Due to this I would have to entirely rewrite the mesh and animation system, which would make other engines, such as Ogre, much more appealing.
The parallax mapping also tends to have quite a few artifacts show up, such as in this screenshot (http://img107.imageshack.us/img107/9064/newparallax4ty.png), but overall it's pretty nice. Those artifacts may just be with parallax mapping in general though, so disregard that if so.
Lastly, I'm somewhat dissappointed by the shadow system. It works, but I think it could possibly be handled better. Overall, I applaud niko for including the possibilty for self-shadowing.
It's a good engine, and a great one to start with (I can understand it and I still don't have a decent knowledge of c++) but if you want to work on your game and not spend time rewriting the engine's black sheep parts, use something else. However, if you don't require all of the advanced features for today's games, it's perfect. |
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| As of ver. 0.11, irrlicht is still pretty rough |
I chose irrlicht over ogre in my most recent project (without having used either) since it was way better documented and seemed easier to use. After a few months of using Irrlicht though, I've decided that I'll give Ogre a shot in my next project, despite its steeper learning curve. Irrlicht won't disappoint as long as the complexity of what you want to do is within the range of the demo code it comes with, e.g. very simple ellipse-against-world collision detection, FPS-style mouse navigation, etc. Once you start poking further, though, it becomes very apparent how all of this functionality is held up by more than a few messy hacks. The cameras don't update view matrices when you rotate their scene node (e.g. they remain pointed in the same direction). When you set the scaling of a 4x4 matrix, it overwrites its rotation, and vice versa. Scaling a node doesn't scale its collision detection ellipses. Etc. A lot of this is just a symptom of there being only one developer, and unlike ogre, irrlicht tries to provide its own implementation of everything. This puts everything under one nice umbrella, but it also means that the individual components (such as collision detection) seem hastily slapped together. It makes me appreciate ogre's approach of focusing on the graphics and providing interfaces to proven external libraries for other functionality, like ODE for physics.
Having said that, Irrlicht is definitely easy to use, and if you're putting together just a quick project it might be for you. |
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| That engine's 'purty |
Really easy to use, and pretty user-friendly. Nice set of features, all of which can be implemented rather quickly. Good selection of model formats (although I'm waiting for .md3) as well as BSP, which can have an octree applied with one like of code. I gave support a 2 because of the forum. It usually starts with the poster not searching, or asking the wrong questions, but there are a few (not mentioning names) members who 9/10 posts I see from them are really terrible, blind, flames. Other than that, very nice engine. And open source to boot. |
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| Ease of use is up, asset creation down. (v0.14) |
Irrlicht is probably the most easy to use 3d engine out there. It also packs a lot of power and very nice features, but I would warn people from using it unless they're up to the challenge of doing major rewrites to accomodate missing features. One of the features I missed the most is probably the one no-one complains about: Irrlicht does support a lot of file formats, but most of them are only partially supported. Depending on the model format you work with you either have to choose between no lightmaps, no shaders, no animation, or no bones. On this I would also like to note the pipeline from 3d modelling packages to Irrlicht (at the moment) is terrible... a custom model format (with support for the materials and features the engine packs) and exporters for it would be really nice.
Having said that, Irrlicht is in itself a nice engine, support forum is indeed very helpfull, and it's ease of use will get you going in no-time... just keep in mind you'll have to hack it appart unless one of the already supported file formats fits your needs. It was fun working with irrlicht and I'm sure I'll check it out again at some point in the future. |
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| Great 3D Engine |
| I tried many 3D Graphics Engines out there, trying to find one to suit my needs. Irrlicht was the first to do just that. It's extremely easy to use, and has a lot of features that just make it one of the best Open Source 3D Engines. |
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| A great flexible 3d engine for Beginning Video Game Developers |
| I'm new to video game creation and have moderate C++ skills. Some of the commercial engines seemed to rigid or expensive. I use one compiler, Micorsoft Visual C++ 6.0 (Standard Edition). The Irrlicht Engine compiled right away with no additional hassels with setup compared to CrystalSpace which seemed very difficult to setup with MS VC++ 6.0. I was running the demo games in no time. Ease of initial setup is a huge advantage to beginners such as myself. It's hard enough to learn all the other things it takes to create a video game (Character creation , maps and so on...). What's great about this engine is that it uses Quake 2 models which are extremely available all over the net with Quake 3 maps. The last thing you want to face is a huge learning curve with the 3d engine. While this engine lacks alot of features, but the user community is huge and they are constantly adding to it. The 3d engine is stable and very flexible. It's free. I was able to easily add video/cutscene capability as a moderate C++ developer. Not bad. The graphics and visuals effects are are very good for being a free engine. It's not bug-less but as you learn more about it, they are easy to resolve. Overall if you're new to 3D game programming, download this engine immediately and start learning. I've followed this engine for about 3 to 4 years now and only seen the support and community grow and grow. A word of advice: Once you've gotten comfortable with a certain version of this engine and its feature, stick with it and disregard any updates unless they offer a major improvement. Otherwise, you may have issues with 3rd party software that it used at the time. Another thing is that the documentation is not strong, however, searching through the user forums can answer most of your questions. But the main thing is to just stick with it and learn. I've already created my first game with it and is working on my second one. After you've downloaded it and set it up, try to compile and run the techdemo example until it works. Good luck!!! |
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| back from Ogre. |
I had a problem with pre 1.0 releases in Irrlicht. I was able to fall thru terrain in the provided demo. It was pretty annoying. Due I was absolutely beginner (mostly copy-paste code) for cpp that time I found no way but abandon what I had created and find another way to have fun with Cpp. Recently I started using Ogre. I would say it has many advanced features which seems amazing. All good things turned bad when I learnt that I won't be able to import ogre skelatal animations into blender due to lack of support (the importer is v0.5 and no updates for the last 4-5 months and we talking about a python script here bleeewwww). Due Ogre have the misconception to have a format which can not be seamlessly turned to e.g. 3ds (which I guess handled by ALL of the modellers) I understood that an 3d engine is not only about buzzwords but a bunch of code which must have: 1, documentation :) 2, support for modells WITH animation without having anything extra to code (my own mesh format for my 3d engine? come on! you think you will have a better generic 3d mesh format than the professionalsalready have?) 3, open architecture for adding non scene rendering driven objects (ogre have a very bad concept on this imho) with examples (easy to find examples i would say). I mean timers, sound and physic call back. Basicaly a support for multithreaded environment. Those who think 3d engines are and will be single threaded You should keep the architecture of PS3 in mind...
So I HAD TO MOVE back from Ogre (due I understood that falling thru terrain happens with every 3d engine if MY code is bad ;) btw have a look what was done just by a week (only nights!) in ogre, but I still have to abandon it or write a decent importer in python (it a language like javascript - can't do any serious with it) :(((( http://developer.expert.googlepages.com/gba
If you have problems compiling the examples then you can solve all the problems within 10 minutes (add includes, add linraries, add /D "_CRT_SECURE_NO_DEPRECATE" to command line) by reading the net. have fun ;) |
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| best and easy |
Well I have searched for many engines to find a good and mainly an easy one the best answer was Irrlicht Because: 1-very easy for making good 3d games 2-it has all the functions u will need to make a 3d game 3-it is better than crystal3d and ogre Because first ogre is made for rendering for some cases and crystal 3d is a bit complicated and so good as Irrlicht So if u wants to make a 3d games with c++ make it with Irrlicht!! |
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| terrible, dead end engine... |
i've used irrlicht for several months. while the engine is relatively easy to get up and running, that's basically all that it's good for. try to make something more than a simple demo and you'll run fast into a wall.
there is no directx 10 or god forebid, directx 11 support whatsoever. see, this is why this engine is a dead end. it pales in comparison to ogre3d (which have preliminary dx10 and dx11 support). it constantly tries to compare itself to ogre3d but it's simply not that good. irrlicht is many years behind ogre3d.
what kind of engine that still support dx8 but not dx10 or dx11? you got to ask yourself what are you getting yourself into when the developers don't give a rats arse about new technology. it doesn't even come with x64 library. hello? this is 2010 not 1985? |
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| Best thing in 3D to exist |
I have tried and assessed many 3d libraries ,
OGRE / Torque - too hard to understand (Developers only , not for application Programmers) ,
CrystalSpace - too hard to setup ,
Blender - too Large Worlds lead to unacceptable drop in FPS ,
Panda , jME - too Unconventional due to Python/Java usage (C++ still a 3D standard),
TV3D SDK/RealityFactory - Sort of obsolete features (directX 8/directX 7).
So, Coming to Irrlicht ,
1) C++ - Standard language usage , really fast . 2) Very Easy API - For Application Programmers . 3) Easy setup - Breeze to install and get going . 4) Rendering - No problem rendering large worlds , just run the 2 nd Tutorial . 5) Features - Latest directX9/OpenGL , Shaders 2.0 et al . 6) 2D/3D Sound - With the Integrated irrKlang sound library.
----------------irrKlang--------------------- ALL CODE TO WRITE TO PLAY SOUND
ISoundEngine* engine = createIrrKlangDevice();
engine->play2D("/home/rohit/mysong.ogg", true);
-----------------------------------------------------
7) irrEdit - Gives you a WorldEditor and LightMapper . 8) Docs - Excellent bundled Tutorials , Documentation. Huge Forums . 9) What else do you need ? :)
10) So , Irrlicht rules . |
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| Brilliant Open Source Engine |
It is an extremely fast 3d engine, whose simplicity and power is its main advantage. The interface, unlike other 3d engines, is very straight-forward. There are some nicer features to be added, but the core features are all in place and the development is extremely active. The community that uses the engine is very large, and any questions about 3d-graphics and irrlicht in particular get answered within a few hours.
The license for the engine is very non-restrictive, allowing it to be used, modified freely for commercial and non-commercial use. |
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| Free, fast and flexible engine |
Irrlicht is a very fast and good organized engine. The clear structure makes it possible to learn the basics in less then one day. Amazing.
Some more things:
+ Multi platform. Windows, Mac, Linux + C++, C# and Java + Very flexible and external engines like physics or audio are easily added. + Very active community and everyone is very supportive. The comments are very friendly and no flames. + Free and open license. It is great to use in commercial and non commercial projects because of the free license. |
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| Great! |
Irrlicht is a great engine, its very easy and u can get fast help with the large community.
First i have used Ogre, but i have lots of Problems with Ogre.
With irrlicht you get a very easy start in the World of 3D Programming.
Features: But i hope Irrlicht get Shadow Maps, coz only 4 Points by Feature.
Easy to Use: Very Easy
Stability: No Problems yet
Support: Very large and friendly community
And if u use Irrlicht with .NET(Or Irrlicht NET CP) then is it Super Extremely easy to use. |
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| Down load ?? |
minh khong biet engine co phai free tuyet doi ko. va down load bang cach nao ?? cach su dang co kho khong ,minh da thay do hoa cua no roi that an tuong,minh rat thich. |
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| Best free 3D Engine |
It is great open source 3d engine, it is very, really very easy to use, suitable too for beginners, stable, with many features, and with perfect documentation and community support :) and now - there is available an irrrlicht xml parser too - irrXML, irrlicht sound engine - irrKlang and irrEdit, free realtime 3D world editor .. additionaly, irrlicht is supporting many languages, including C++, all .NET languages, and there is a an irrlicht java binding, jirr :)
ps: and sorrry for my (maybe :D) bad english |
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| Simply a must |
What can I say that hasn't already been said about this fantastic engine. From set up to execution, this engine is, well, fantastic. It was as easy to set up and use as was SDL. That in itself is saying something. If you are looking to get into 3d game programming, this may very well be the engine for you. There are also some very nice tools that work with this engine.
If you don't want to commit to making a decision just yet, download it, and try the hello world tutorial to see how the system works. It will take less than an hour of your time so you don't have anything to lose. |
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| If you want to develop games fast, this is the way! |
Irrlicht is a powerful engine. Easy to use, easy to understand, easy to compile, to run examples, easy to start new applications, a easy learning curve. It have an very nice and big community. Very useful for beginners or people who want fast results. An incredible zlib license. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely. With some small restrictions. (check the zlib lycence for more details)
How right is rohitchauhan802 OGRE / Torque - too hard to understand (Developers only , not for application Programmers) , CrystalSpace - too hard to setup , The bad pint of irrlicht are some lack with animations and shadows features.
It have an good and easy 2D & GUI support. It is one of the few 3D engines (commercial/noncommercial) that have and world editor!
If you you to see a very good example of irrlicht power with Galactic Dream - Rage Of war: a game made with irrlicht. Here are some screenshots: http://www.rageofwar.net/screens.html |
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Great rendering enginePosted by:
dudMan
at Nov 29, 2007 |
Overview: Irrlicht is by far my favorite rendering engine. It is lightning-fast(Some users have reported framerates up to and over 1000FPS, i get 75FPS with a cube in the scene using OpenGL), extremely easy to use, and has excelent support.
Support: Everyone on the forums are very nice and helpful, but if you need an answer *Right Now*, you can join the IRC chat and get near-instant help!
Features: Irrlicht has your standard features for a 3D graphics engine. mesh loading(.X, .3ds, .my3d, .lwo, .md2, and many more), but also others such as a built-in GUI library, 2D rendering, and lots of others.
Ease-of-Use: Irrlicht is extremely easy to use. wish i could give the ease of use 6 stars, because in 8 lines of code you can init the engine, load a model, and have a full render loop going. ~20 more lines will get you a full event reciever with movement for that model.
Conclusion: If you're looking to develop a 3D game, look to irrlicht. in only a few minutes you can have a simple FPS-style movement on a quake-3 map(infact, thats one of the tutorials!) |
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| Irrlicht vs. Axiom |
As a newb coming into this (and looking for .NET graphics engine), I first found out about Torque via the book "3D Game Programming All in One" in local bookstore. But then I found out Torque has license issues, etc., if you want to build something (outside another Torque game). After learning some more I saw the book as somewhat of a marketing tool. Sorry, Torque.
My question is this--yes, Irrlicht seems to have a great community and great (working!) tutorials that pretty much amazed me in about five minutes of downloading to my VStudio. However, I also looked at Axiom, which is an OGRE port, and while its community is smaller it's pics look awesome. By far some of the best display pics I've seen. So I'm wondering, what do you folks think of the two? Are they really not that different or are there pros and cons to one or the other?
As far as the pics, these are taken from right here on the devmaster site--check out what I mean here:
http://www.devmaster.net/engines/engine_details.php?id=81
I am I no way advocating one or the other, I am rather asking for advice. I simply would like someone to help point out the pros and the cons for a VB.NET guy looking to learn a quick yet awesome FREE 3D engine before I go invest a ton of time in one or the other. From what I've seen, they both look amazing; Irrlicht having more support whereas Axiom may have different shaders and is pretty well handled by smaller yet active dev base (Borrilis).
Also, I see VB.NET listed on both Axiom and Irrlicht but I don't see any VB in Axiom myself whereas Irrlicht has Irrlicht .NET CP, although that doesn't really appear to be VB either, more C#.
Thoughts? Thanks in advance. |
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| The engine with the easiest learning curve! |
| I have tried OGRE, Crystal Space and now irrlicht and I must say Irrlicht is by far the easiest to use. Not mention that it is amazingly fast(I do not have a benchmark to prove this). Irrlicht can also be integrated with irrKlang to set up a full fledged game engine. irredit can be used as a world editor but it was a bit unstable. You can also use gtkradiant the id tech 3/4 editor. The tutorials and wiki are very helpful and also have a professional feel. I suggest installing it and trying out the tutorials, you will be amazed how much can be done in an hour. Another notable point is that it supports a lot of formats natively(3ds, .md2, .obj, .pk3, .ms3d, .bsp, .x, .bmp, .tga, .jpg, .psd, .pcx...). |
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| A great choice for anyone! |
| Irrlicht is more then powerful enough to run a 3D commercial game. If you buy IrrKlang and get IrrEdit, it should be no problem. I'm working on making a free 3D/2D Sound engine to match IrrKlang(with more features), but it will be open source. IrrKlang wants you to pay if you use it for commercial use(WHICH IS A COMPLETE RIPOFF, I shouldn't have to pay some 800 euro for commercial engine. And I could make something that could match it(which I am)). After a few hours I had a Quake3 map with FPS movement, Collision detection and physics, an animated mesh, some lights, and it displaying dynamic text with the FPS in the corner. I'd say by far this is the BEST engine(especially when my sound system comes out...) I have to admit it could use more features though(like a Blender exporter!) |
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| Great Irrlicht |
Well i say Irrlicht is a wonderful Engine and easy to use. its forum is really good and fast. At first I use ogre but ogre is better 3d engine. When I try to convert my program into game I feel little difficult, so I use irrlicht its very good 3d Engine it has all game engine features like gravity, collision ,Bone animation ,terrain ,water look etc. |
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| Best Open Source Engine |
I have worked (or, in most cases - tried) almost every engine listed here. Among them free engines, commercial engines, RAD tools, AAA engines, like Gamebryo, Jupiter etc. What I hate in many open source engines is lack of documentation, unclear code, problems with importers, lack of features, necessity to reinvent wheel, problems with integration third party libraries etc. Must admit, that Irrlich is beyond of all above mentioned problems. You can create rendering application with just several lines of code and at the same time you are able to control every aspect of renderer - engine does not forced you to do this, but allows - ideal for me. Irrlicht supports a wide range of 3d/textures formats and you hardly can complain about it. It is multiplatform, supports DirectX, OpenGL, software rendering. It has very good and easy to use GUI editor. Irrlich lacks some features, like networking, AI, scripting or some next gen graphic options, but in most cases you can use third party free libraries to add those features or make your own modifications as you have full source code. Irrlich community is friendly and very helpfull. Overall, I honestly think Irrlich is much better, stable and easier to use, than many commercial engines and of course it is completly free. So, if you work on small/medium project I heartly advise to use Irrlich, instead throwing your money out. |
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"More begginner-ish": panda3d is better at that.Posted by:
jokoon
at Nov 13, 2009 |
Irrlicht looks like more a different concept of what OGRE already does: multiplatform 3d with c/c++
I read some troll thread, the OGRE lead dev said irrlicht is better for begginners, I tried making stuff on XCode, I felt quite retarded failing multiple times requesting help, while panda3d works like a charm.
I'm not saying irrlicht is crap, because it is a different design, but it lacks finition since the lead dev doesn't wish to have other devs into the project, so maybe it is a personnal project.
To sum up, I learned python, toyed with the panda3d's samples, worked, I'm a beginner, but at least I don't have to fix stuff to do what I want.
Maybe one day I'll use OGRE, but irrlicht, surely not, at least on mac. |
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