Irrlicht Engine Overview By Eric Osugi. Irrlicht's development started in 2003 with only Nikolaus Gebhardt. Only after the 1.0 release of Irrlicht in.

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Presentation transcript:

Irrlicht Engine Overview By Eric Osugi

Irrlicht's development started in 2003 with only Nikolaus Gebhardt. Only after the 1.0 release of Irrlicht in 2006 did the team grow to currently ten members, most of them developers. Irrlicht is known for its small size and compatability with new and old hardware.

3D graphics engine, no physics, no networking, no sound Active development / stable Written in c++ Open source Easy to use Big community with lots of examples and tutorials

Core Features Supports 6 rendering APIs Platform independent Built in material library with vertex and pixel shader support Hierarchical scene graph Morph target animation and skeletal animation GUI system Special effects such as particle effects, dynamic lights, billboarding, texture animation, etc

Currently supported textures file formats: JPEG File Interchange Format (.jpg, r/w) Portable Network Graphics (.png, r/w) Truevision Targa (.tga, r/w) Windows Bitmap (.bmp, r/w) Adobe Photoshop (.psd, r) Zsoft Paintbrush (.pcx, r/w) Portable Pixmaps (.ppm, r/w) Quake 2 textures (.wal, r) Currently supported mesh file formats: Irrlicht scenes (.irr, r/w) Irrlicht static meshes (.irrmesh, r/w) 3D Studio meshes (.3ds, r) B3D files (.b3d, r) Alias Wavefront Maya (.obj, r/w) Lightwave Objects (.lwo, r) COLLADA 1.4 (.xml,.dae, r/w) Microsoft DirectX (.x, r) (binary & text) Milkshape (.ms3d, r) OGRE meshes (.mesh, r) My3DTools 3 (.my3D, r) Pulsar LMTools (.lmts, r) Quake 3 levels (.bsp, r) Quake 2 models (.md2, r) Quake 3 models (.md3, r) DeleD (.dmf, r) FSRad oct (.oct, r) Cartography shop 4 (.csm, r) STL 3D files (.stl, r/w)

Other features Collision detection Optimized math libraries Parallax HDR