Focus Enterprises is creating a 3rd person rpg shooter game entitled “The Agency” and uses the Irrlicht Engine for that. More informations can be found on their website. BTW, thanx for all the reports sent in, but I could use some more. Just take a look at the previous news item. 🙂 I also updated the link […]
Back from holidays, looking at all the mail in my inbox, I see that there is a lot to do. I updated the shot of the week with a new screenshot from a program you can download here. It would help me to find a bug which occurrs with different gfx adapters, if you could start […]
Finally here it is: The 0.3 release of the Irrlicht Engine. As always, there are a lot of new features included, here are some highlights: The engine now compiles and runs on linux. Skeletal animations. It is also possible to attach items to parts of an animation, e.g. a weapon to the left hand of an character. […]
The Irrlicht Engine is now able to do skeletal animations: It plays animations from Milkshape .ms3d files, which are loaded directly: No exporter is needed like in other engines. I also did some experiments on collision detection. But I am not really sure of the final interface, so I might do the next release without […]
I extended the engine a little bit, now it is able to do 2D graphics. Alpha blending, color key based blitting, font drawing and a lot more is possible. Mixing 2D with 3D graphics is no problem either, hence 2D can be used for example for interface drawing in 3D games. All this will be […]
The last some days I was working on the Linux port of the engine. And now its nearly complete, only some minor things like keyboard input and cursor control are missing. Everything works perfectly, you now can write your game code once, and your game will run on both Windows and Linux, without having to change […]
The new shot of the week shows a scene from a 3D jump’n’run/action/adventure game created by Torsten Damberg using the Irrlicht engine. You’ll get more informations about the game from his homepage: damberg.de.
As promised, version 0.2.5 is now available for download. It is a non-sdk-release without documentation, examples and media, but full source and precompiled binarys are included. Highlights of the new features are: Vertex alpha transparency material type Collision manager with picking Automatic culling Texture removing and reloading MD2 and 3DS bugfixes Dev-C++ 5 beta 8 […]
Because of some useful new already implemented features, I will upload version 0.2.5 in the next some days. Included will be all bugfixes with 3ds and md2 files, automatic aabbox based culling, the possiblity of removing textures, picking and a lot more. A shot of the collision manager currently picking an md2 model can be […]
Some small and a little bit personal news: I quit my job as programmer at JoWood Productions for being able to finish my studies of software engineering at Vienna University of Technology. This means that from now on, the development of the engine will increase speed. I also updated the author page adding some informations about myself for […]