📰 Title: | Irrlicht | 🕹️ / 🛠️ Type: | Tool |
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🗃️ Genre: | Development | 👁️ Visual: | 2D & 3D |
🏷️ Category: | Development ➤ Framework & Tool ➤ Rendering Framework | 🏝️ Perspective: | Third & First person |
🔖 Tags: | 2D & 3D engine | ⏱️ Pacing: | Real Time |
🐣️ Approx. start: | 👫️ Played: | Single & Multi | |
🐓️ Latest: | 2015-09-16 | 🚦 Status: | 04. Released (status) |
📍️ Version: | Latest: 1.8.3 / Dev: 19435a2 | ❤️ Like it: | 9. ⏳️ |
🏛️ License type: | 🕊️ Libre | 🎀️ Quality: | 7. ⏳️ |
🏛️ License: | zlib & libpng | ✨️ (temporary): | |
🐛️ Created: | 2011-09-15 | 🐜️ Updated: | 2024-06-22 |
📦️ Package name: | libirrlicht-dev | ..... 📦️ Arch: | |
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📄️ Source: | ![]() |
..... 📦️ RPM: | |
⚙️ Generic binary: | ![]() |
..... 📦️ Deb: | ![]() |
🌍️ Browser version: | ..... 📦️ AppImage: | ||
📱️ PDA support: | ![]() |
..... 📦️ Flatpak: | |
✨️ Not use: | ..... 📦️ Snap: |
📰 What's new?: | 👔️ Already shown: | ||
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💡 Lights on: | 💭️ New version published (to be updated): | ||
🎨️ Significant improvement: | 🦺️ Work in progress: | ||
🎖️ This work: | ![]() |
🚧️ Some work remains to be done: | |
👫️ Contrib.: | goupildb & Louis | 👻️ Temporary: | |
🎰️ ID: | 11504 |
📜️[en]: | A multi-platform high performance realtime 3D engine written in C++, featuring a powerful high level API for creating complete 3D and 2D applications such as games or scientific visualizations | 📜️[fr]: | Un moteur graphique 3D multiplateforme libre, supportant le rendu matériel accéléré (Direct3D / OpenGL) et son propre rendu logiciel, en plus des fonctionnalités classiques de tout moteur commercial |
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🎲️ Gameplay: (202xxx), (202xxx), [fr](202xxx),
🏡️ Website & videos
[Homepage] [Dev site 1 2] [Features/About] [Screenshots] [Videos t(202xxx) t(202xxx) t(202xxx) t(202xxx) t(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g[fr](202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2 3 4]
💰 Commercial
• (empty)
🍩️ Resources
• (empty, license): [Homepage] [Dev site] 🎬️ g(202xxx)
🛠️ Technical informations
[Open Hub] [Irrlicht (Irrlicht Powered Games)] [Irrlicht-fr.org (Site communautaire Français)] [Blitz Research (3D Engines list)]
🦣️ Social
Devs (Irrlicht Team [fr] [en]): [Site 1 2] [Chat] [mastodon] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
The Project: [Blog] [Forums] [mastodon] [PeerTube] [YouTube] [PressKit] [reddit] [Discord]
🐝️ Related
[Wikipedia (Irrlicht) [fr] [en]]
[Wiki ubuntu-fr [fr]] [The Linux Game Tome] [Debian/Ubuntu] [DevMaster] [Linux Journal]
📦️ Misc. repositories
[Repology] [pkgs.org] [Generic binary] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage(author's repo)] [Snap] [PortableLinuxGames]
🕵️ Reviews
[Cygon's Blog (7 Engines You Should Know)]
🕊️ Source of this Entry: [Site (date)]
🦣️ Social Networking Update (on mastodon)
🛠️ Title:
🦊️ What's:
🏡️
🐣️
🔖 #LinuxGameDev #GraphicsEngine
📦️
📖 Our entry: https://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/
🥁️ Update:
⚗️
📌️ Changes:
🦣️ From: 🛜️
🏝️ https://www.youtube.com/embed/
🦉️ https://www.youtube.com/embed/
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🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️[fr] https://www.youtube.com/embed/
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🐧https://www.youtube.com/embed/
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📚️ Name is a
📜️ "blabla" 📜️
The Irrlicht Engine is a multi-platform high performance realtime 3D engine written in C++.
It features a powerful high level API for creating complete 3D and 2D applications such as games or scientific visualizations. It comes with an excellent documentation and integrates all state-of-the-art features for visual representation such as 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 extremely easy to use.
🌍️ Wikipedia:
Irrlicht is an open source game engine written in C++. It is multi-platform, officially running on Windows, Mac OS X, Linux and Windows CE and due to its open nature ports to other systems are available, including FreeBSD, Xbox (up to 1.8.1), PlayStation Portable,Raspberry Pi, SymbianOS,iPhone and Google Native Client.
Irrlicht is known for its small size and compatibility with new and older hardware alike, a shallow learning curve and a large friendly community. Unofficial bindings for many languages exist including .NET, Java, Perl, Ruby, Python, FreeBASIC, Lua, Delphi, C++Builder, AutoIt and even Game Maker, though most of them have been unmaintained for more than five years.
Irrlicht's development began in 2003 with only one developer, Nikolaus Gebhardt. Only after the 1.0 release of Irrlicht in 2006 did the team grow to currently ten members, most of them being developers.
"Irrlicht" is a common German term for a will-o'-the-wisp.
Features
Irrlicht supports 3D rendering via OpenGL, DirectX 8, 9, and 11 (with DirectX 11 extension), and internal software rasterizers. DirectX 8 will not be supported after 1.8.1, effectively ending support for XBox. External renderers and windowing systems plug in through simple interfaces, giving rise to community-made SDL, iPhone and SymbianOS devices. The engine comes with a library of standard material renderers, allowing fallback materials where user hardware is unable to handle advanced techniques. New materials can be added to the engine at run-time, allowing users to write their own as required. In addition to legacy fixed-function pipeline materials, programmable Pixel and Vertex Shaders (1.1 to 3.0 and 4.0 using GLSL), ARB Fragment and Vertex Programs, HLSL, Cg and GLSL materials are supported.
Per-Pixel Lighting in Irrlicht
Lightmaps and vertex lighting in Irrlicht, rendering a simple dungeon scene
Irrlicht supports many file formats. It will load and display 3ds Max files, Quake 2 MD2 Models, Wavefront .obj objects, Quake 3 .bsp maps, Milkshape3D objects, and DirectX .x files. Additional format loaders have been written as external plugins. Lights, cameras and 3D objects are managed as a tree of 'Scene Nodes', arbitrary groupable entities linked together in a scene graph. These nodes are responsible for their own behaviour, but can also be managed by animators, each other, or manually by the user.
A large number of built-in node types exist and can be used together to make complex indoor and outdoor scenes. New nodes are trivial to make and can be added at runtime; many additional node types are available from the community. Node types packaged with Irrlicht include a terrain renderer and sky domes/boxes for outdoor rendering, BSPs for indoor rendering, bone based animated meshes, stencil shadows, billboards and particle systems, water surfaces and primitives.
A skinnable 2D GUI is available, supporting many controls and the ability for users to plug in their own (or community made) custom widgets at runtime. Irrlicht's internal event system provides mouse, keyboard, joystick and GUI events without having to rely on additional libraries.
Filesystem access is abstracted allowing platform-independent file and folder access, and transparent access to files within ZIP archives. Other I/O features include an XML reader and writer, the ability to take screenshots, manipulate images and meshes and then save them in several different file formats.
Irrlicht's provides support for simple collision detection including mouse picking, but users are advised that this is not intended as a replacement for a full featured physics engine.
Engine extensions
Irrlicht was designed to be able to load and save the current scene to an XML file; this combined with the engine's open-source licensing model has attracted various programmers and developers to create world editors for Irrlicht to simplify the world-creation process. One such example is the irrEdit world editor, developed by Nikolaus Gebhardt and other members of the company Ambiera. IrrEdit contains a radiosity lightmap generator and a scripting interface using Squirrel scripts.
Since Irrlicht does not support sound by itself, Ambiera has also developed irrKlang, a non-free, proprietary audio library with an API similar to Irrlicht. Being developed by the same group, irrEdit supports the use of sounds in levels made by irrEdit for use with irrKlang-enabled compiled DLLs. Also among Ambiera's creations is irrXML, Irrlicht's XML parser.
Many physics libraries have had plugins and wrappers written for Irrlicht, including Nvidia PhysX, Bullet, and Open Dynamics Engine.
More extensions can be found in the Irrlicht forums and in the irrExt project, a side-project of Irrlicht for special purpose add-ons.
There are also some new technologies in forums such as Deferred shading or Shadow mapping. Many users contribute extensions such as Compute Shaders (OpenGL 4.3) and Tessellation Shaders (Shader Model 5.0).
Un moteur graphique 3D multi-plateforme, par la Irrlicht Team.
En C++.
Irrlicht est un moteur graphique 3D multiplateforme libre, supportant le rendu matériel accéléré (Direct3D / OpenGL) et son propre rendu logiciel, en plus des fonctionnalités classiques de tout moteur commercial 3D.
Utilisé par ces jeux / Used by these games: Buggy Race, Build A World, Choria, Coup de foot 2006, Dakar 2011, FormulaRetro, Irrlamb, IrrRPG Builder, Minetest, Nethack 3D, Puzzle Moppet, Stair Dismount, SuperTuxKart, TANK@WAR, Voxelands,
🌍️ Wikipedia :
Irrlicht est un moteur 3D temps réel multiplateforme.
Il s'agit d'un logiciel libre sous licence zlib. Son utilisation est libre, y compris pour des programmes à vocation commerciale. Il existe déjà plusieurs forks du projet, dans le but d'accélérer la correction des bugs ou l'ajout de nouveautés.
Ce moteur supporte aussi bien OpenGL, Direct3D que son propre rendu logiciel; ainsi qu'un nouveau rendu, plus rapide (Apfelbaum rendering, du nom de son auteur).
L'intégration à de nombreux langages est possible, l'API est écrite nativement en C++.
Irrlicht possède aussi plusieurs fonctionnalités autres que celle de moteur 3D ce qui facilite entre autres le développement de jeux vidéo : Parseur XML rapide, Gestion physique basique, Moteur de particules.