Irrlicht - Fast Realtime 3D Engine
Surye writes "Though a few days late on the release, Irrlicht has released version 0.7 of its engine. The site describes it as 'an open source high performance realtime 3D engine written in C++. It is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines.' Bindings for java, perl, ruby, and python, and it is platform independent (only implemented currently on Windows and Linux, but when it moves to other platforms, the code will be completely portable). The feature list is simply amazing, and since it's still being quite actively developed, I can see this becoming a major player soon."
This is neat and all, but they need to make a complete game with it. Without the game, the engine developers don't really know what game developers need, thus insuring that it's never used in commercial games.
There's another OS 3d engine called crystal space 3d. It's been in development FOREVER now, and I'm still waiting for a completed cross-platform game, but it looks like a cool proejct. Anyone feel like porting this to mac?
Ever tried coding with Genesis 3D? The documentation is shit. Take for example the explanation for the "GoEngine" function:
Yeah, hey guys, it seems to have something to do with something! Let's code with it! For fuck's sakes.
Show me a 3D engine with reasonably documented code and I'll jump at it. Until then, you may have all the features in the world Mr. Engine Programmer, but if I can't pick it up and start doing something meaningful within an hour, you've failed miserably at your primary task: making sure the engine is actually usable.
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3D Realms issued a press release saying that they had standardized on it for the final engine to be used in Duke Nukem Forever
When asked whether the move to Irrlicht would interfere with the work already done since their announcement last week that DNF had standardized on the Mario Party 6 engine, 3D Realms declined to answer, instead apparently becoming distracted by and taking chase after a rabbit running through the grass nearby
I came across this engine once while looking for a good 3D engine for one of my games. It was great but people are afraid of the "iron fist" developer.
Apparently the engine has only one developer who can supposedly drop the project at anytime. Probably not likely though. Maybe there are more developers now, this was weeks ago.
...and download Irrlicht 0.7. In it, you will find "Irrlicht.chm", which starts with (I quote):
Welcome to the Irrlicht Engine API documentation. Here you'll find any information you'll need to develop applications with the Irrlicht Engine. If you look for a tutorial on how to start, take a look at the homepage of the Irrlicht Engine at irrlicht.sourceforge.net or into the SDK in the directory \examples.
The Irrlicht Engine is intended to be an easy-to-use 3d engine, so this documentation is an important part of it. If you have any questions or suggestions, just send a email to the author of the engine, Nikolaus Gebhardt (niko (at) code3d.com).
In the documentation are the classes explained in a quite clear and concise manner, in JAVADOC-style.
I'm sorry, but some 3D-engines do think that documentation is important, so I guess your 3D engine with reasonably documented code is already here....
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Just wanted people to realize the diffrence here. irrlicht is is
a 3d engine, which is about putting things on screen.
For making a full game, much much more is needed. Player control/input
handling, level loading when needed, loading saving of progress. Physics. AI. And , well, a _whole_ lot of other code. Plus some amazing
artists and a good way of dealing with content made in 3d party applications(modellers)..
Doesn't seem to have normal mapping (bump mapping and its cousins) or portal rendering (and all of its cousins). This doesn't make the engine very modern. It also seems to be lacking in the shaders department.
However, it is open source so stay tuned in the future!
Imagine if the parrot or mono guys wrote really slick bindings for this and made them availible on all supported platforms. Personally, I would rather have a game that is just "pretty" fast but isn't bound to a particular operating system to one that is really fast, but that I cannot take to any platform I want.
If PERL 6 and Parrot are able to get really mature in the next 6 months to a year, they owe it to their users to try to provide solid support for a library like this as part of the parrot distribution. A language like PERL 6 which is supposed to be really slick thanks to ruby's influence on its design would be great for opening up game development to the masses.
The way I see it, unless a game written in C/C++ is going to completely max out your CPU and GPU then it's probably worth being written in C# or PERL 6 eventually. Something like this would be Microsoft's worst nightmare for home users who play games a lot.
Click here or a puppy gets stomped!
Irrlicht is good because it's easy to use. If you want a high performance engine for use in a serious project have a look at OGRE. Sure it's harder to use but it has an active community and the performance in complex, real world scenarios is great. I looked at both when researching what to use for Motorsport and right now, OGRE is a better choice for big serious apps. We're using OGRE for our open source driving simulator and it compiles in Linux and Windows with no changes to the code. OGRE is good because it sticks to what it is good at, 3D. There are a lot of Game engines out there that try to be all things to all people but aren't good at any of them. OGRE is good at 3D.
That said, if you're new to 3D Irrlicht is a good place to start.
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Another engine that is open source (LGPL) and possibly a bit more mature than Irrlicht is Crystal Space 3D.
...), mipmapping, portals, mirrors, alpha transparency, reflective surfaces, 3D sprites (frame based or with skeletal animation using cal3d animation library), procedural textures, particle systems, halos, volumetric fog, scripting (using Python, Perl, Java, or potentially other languages), 16-bit and 32-bit display support, OpenGL, and software renderer, font support (also with freetype), hierarchical transformations, physics plugin based on ODE, ... See the extensive list of features for more details."
From the about us-blurb "Crystal Space is a free (LGPL) and portable 3D Game Development Kit written in C++. It supports: true six degrees of freedom, colored lighting, lightmapped and stencil based lighting, shader support (CG, vertex programs, fragment programs,
Read more at http://crystal.sourceforge.net/
I'm impressed. Downloaded the 0.7 zip file from the site (it was the only download available). I thought... well, this must be the windows version (I'm on Linux FC2), but I'll have a look at the code anyway. Unzipped it, realised it was for Win and Lin, looked for a "configure" script, couldn't find one, so just ran "make". All compiled without a single problem. Then went to the examples and compiled all those, again just with a make, everything ran OK. It seems pretty solid. I think this is going to be great.
The only other reasonable option is the Torque3D engine.
"A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
Here's the actual license, for those too lazy to follow the parent's link. It's very short, and allows you to do pretty much whatever you like with it:
-jim
I have been following the releases of Irrlicht because I've been looking for a good 3D Engine that's easy to use. The only problem that I've found with the Irrlicht Engine is that things just don't look so good, and have a gritty look to them. I don't know what is the problem, but I haven't seen any "nice" renders of anything using Irrlicht yet. Nothing production quality, anyway.
...I am proof that intelligent beings are not always intelligent...
First of all, I work in the REAL WORLD of games development.
That said, $250K is not cheap but it's not an exorbitant cost to license a full graphics engine and tool chain. That's the same order of magnitude cost as Criterion Renderware which many companies license (and is what we use at Midway Games for nearly all of our games including the upcoming Mortal Kombat 6). Of course, with Renderware you can license just the engine (without the tools like Renderware Studio / Physics) or the additional packages you like rather than everything and save some $$$.
You just have to put it in perspective that the engine license typically cost less than 2-3 Senior Engineers for a year. Plus most teams only have a couple really senior graphics guys and they tend to also be the senior system level guys as well. Do you want those guys stuck writing the graphics engine and supporting it for the whole game or do you want them making a better game?
Our current project uses OGRE (http://www.ogre3d.org). We evaluated Irrlicht, CrystalSpace and others, which are good, but you defintely want to take a look at OGRE.
OGRE doesn't try to be a game engine - just an Object-oriented Graphics Rendering Engine. It can be easily integrated with other libraries to create a complete game framework - ODE for physics is a quite popular choice.
OGRE itself focuses on a clean and well designed API, while other engines are just hacks over hacks. It also has a very knowledgeable community and a very involved project leader.
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People have to stop abusing this term. There's nothing in that API that even qualifies it as soft-real-time. Real-time APIs have runtime estimation, deadline scheduling, and other things that have to do with managing time.
Not that I'd expect it to be real-time given it doesn't require any real-time OS features, and not that I know anything about whether game developers can use real-time features, just a pet peeve.
Someone had to do it.
There are quite a few 3d engines out there. The biggest I guess are Crystal Space 3D, Genesis3D, OGRE, Toque (Tribes2), Quake and Quake II. Of course there are others to fill certin niches like Yeti or ExoEngine and libraries like DevLib and G3D for those who want to write their own engine, but don't feel like they need to implement yet another file loader. I'm not sure why 0.7 of Irrlicht was worth mentioning on /. as it is isn't clear what its roll is compared to those other engines.
I was at Siggraph 2004 and attended a round table on "how will you (game developers) feed next generation games". The problem is going from a Playstation1 to Playstation2 many developers found games now took roughly 2 to 3x the man years to create. But profits didn't really go up that much to compensate. This has happened every console generation and will happen again with the up coming generation. PC games don't have clear generations, but the same concept applies.
The main ideas were to reuse content. For example if you're making a Matrix game, get the 3d models from the movie instead of making your own and start from there. Or if you're making a port try to reuse as much as possible. Future games will have a lot of computer generated stuff which is artist guided instead of artist created so that one artist creates a forest instead of creating a bunch of leafs on a single tree.
A big surprise to me was open source wasn't mentioned until somebody asked. A company like id will implement something cool like unified lighting for all objects first, but a year later everybody has their own implementation of it. Every year has something like this that gets the anual lens flare award; colour lighting, ground clutter, normal mapping, rag doll physics, etc. Yawn. Every company spends all this time re-implementing the exact same technology. All developers can read the same papers from Siggraph, Eurographics, or GDC and then discuss them on the same mailing lists so there is plenty of open sharing happening already. So I was surprised to hear none of the guys at the round table thought open source would really be useful to help save them money in the future other than for rather basic things like zlib, lua, etc.
It sure would be nice to see some engines reach commercial quality to used in some good games instead of getting more and more re-implementations of the foundation, which /. apparently is finds interesting. Once it happens there will be a huge snow ball effect where it picks up a LOT of developer attention. Maybe in five years one of the existing engines will reach a level of maturity that it can start to be really used and then in another ten we'll see it catching on like GNU/Linux is now?