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 pagewill follow soon. Also the forum staff has become a new member: Afecelis promoted Jam to admin, being an excellent […]
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 […]
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.
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 […]
I finally uploaded the Irrlicht 1.0 API documentation to this website. Further news: Sjef van Leeuwen translated the Newton tutorial to Irrlicht.NET, download it here Afecelis created a tutorial showing how to create a terrain in blender for irrlicht.
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 […]
Andrew J. Santa Maria wrote a tutorial on how to integrate Ageia Physx with Irrlicht. Also available at the tutorials section now. There is also an impressive video available here. Afecelis did it again: He created a tutorial on how to create Q3 maps for Irrlicht without having Quake installed. World of Ideas is a old-school fighting game created […]
February 18, 2006 – 1:23 am
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 […]
February 5, 2006 – 1:23 am
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 […]
January 6, 2006 – 1:25 am
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 […]