IRRLICHT API PDF

Its main features are:. When using the Irrlicht engine, the programmer needs not know, which API the engine is using, it is totally abstracted. He only needs to tell the engine which API the engine should prefer. There are three reasons why the engine not only focuses on one API:. The Engine works with all supported platforms in the same way. All he has to do is to load the files into the engine and let it animate and draw them.

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Its main features are:. When using the Irrlicht engine, the programmer needs not know, which API the engine is using, it is totally abstracted. He only needs to tell the engine which API the engine should prefer. There are three reasons why the engine not only focuses on one API:.

The Engine works with all supported platforms in the same way. All he has to do is to load the files into the engine and let it animate and draw them. Lots of common file formats are supported, and are able to be loaded and partially also saved directly from within the engine.

The internal ressource management of Irrlicht provides simple access to all file formats and takes care of fetching already loaded meshes or textures from its own cache instead from disk if the data was already loaded before. The list of all supported formats is constantly growing, and there are many community-made plugins which add new formats without having to recompile the engine. If you need the Irrlicht Engine to be able to load a file format which it cannot currently handle, simply ask for it by raising a feature request on our issue tracker.

Currently supported textures file formats :. Irrlicht supports all general render features needed for high quality rendering of materials and effects. Besides a few exceptions, all features are supported in all hardware accelerated APIs, and some are supported by the software renderers as well.

The following list contains all supported render features of the current version of the Irrlicht Engine. Please ask for extending this set to certain features required. 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.

Seamless indoor and outdoor mixing through highly customizeable scene management. They have different properties speed vs. Powerful, customizeable, and easy to use 2D GUI System with Buttons, Lists, Edit boxes, … 2D drawing functions like alpha blending, color key based blitting, font drawing, and mixing 3D with 2D graphics. Clean, easy to understand, and well documented API with lots of examples and tutorials. Direct import of common mesh file formats: Maya. X … [more] Direct import of Textures: Windows Bitmap.

Optimized fast 3D math and container template libraries. Directly reading from compressed archives. Unicode support for easy localisation. The engine is open source and totally free. You can debug it, fix bugs and even change things you do not like. Special effects There are lots of common special effects available in the Irrlicht Engine.

They are not difficult to use, in most cases the programmer only has to switch them on. The engine is constantly extended with new effects, here is list of effects which are currently implemented: Animated water surfaces Dynamic lights Dynamic shadows using the stencil buffer Geo mip-mapped terrain Billboards Bump mapping Parallax mapping Transparent objects Light maps Customizeable Particle systems for snow, smoke, fire, … Sphere mapping Texture animation Skyboxes and skydomes Fog Volume Light Drivers The Irrlicht Engine supports 5 rendering APIs, which are 4 more than most other 3D engines do: Direct3D 9.

The Burningsvideo Software Renderer A null device. There are three reasons why the engine not only focuses on one API: Performance. Platform independence. And when OpenGL is not available either, there are still the Irrlicht Engine software renderers, which will always operate on any platform. In this way, the user will see something on the screen for sure. Driver problems , which are a common problem a user encounters when using 3D software.

There are thousands of hardware configurations out there, and often games and 3D applications are crashing, because there is an old driver installed.

Letting the user switch the driver might solve the problem. Materials and Shaders To be able to create realistic environments quickly, there are lots of common built in materials available in the engine. It is possible to mix these types of materials in a scene without problems and when using a material which needs features the hardware is not able to do, the engine provides fall back materials. Currently supported shader languages for this are: Pixel and Vertex Shaders 1.

Scene Management Rendering in the Irrlicht Engine is done using a hierarchical scene graph. Scene nodes are attached to each other and follow each others movements, cull their children to the viewing frustum, and are able to do collision detection. A scene node can for example be a camera, an indoor or outdoor level, a skeletal animated character, animated water, a geomipmap terrain, or something completely different.

In this way, the Irrlicht engine can seamlessly mix indoor and outdoor scenes together, gives the programmer full control over anything which is going on in the scene. It is very easily extensible because the programmer is able to add his own scene nodes, meshes, texture loaders, GUI elements, and so on.

The geometry creator gives easy access to simple gemetrical bodies, such as cylinder, cube, etc. Objects can be rendered as polygons, wireframe, or points, using triangles, lines, point and point sprite primitives. Character Animation Currently there are two types of character animation implemented: Morph target animation: Meshes are linearly interpolated from one frame to the next. This is what is done in the Quake game series, and how the Irrlicht engine does it when importing.

Skeletal animation: A skin is manipulated by animated joints. The Irrlicht Engine will do this when loading. It is easily possible to attach objects to parts of the animated model. It is, e. Supported Formats Lots of common file formats are supported, and are able to be loaded and partially also saved directly from within the engine.

Forums Chat Project screenshots archive. There are lots of common special effects available in the Irrlicht Engine. The engine is constantly extended with new effects, here is list of effects which are currently implemented: Animated water surfaces Dynamic lights Dynamic shadows using the stencil buffer Geo mip-mapped terrain Billboards Bump mapping Parallax mapping Transparent objects Light maps Customizeable Particle systems for snow, smoke, fire, … Sphere mapping Texture animation Skyboxes and skydomes Fog Volume Light.

To be able to create realistic environments quickly, there are lots of common built in materials available in the engine. Rendering in the Irrlicht Engine is done using a hierarchical scene graph. Currently there are two types of character animation implemented: Morph target animation: Meshes are linearly interpolated from one frame to the next.

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Tutorials Name Summary Difficulty Shot 1. Quake3Map This tutorial shows how to load a Quake 3 map into the engine, create a SceneNode for optimizing the speed of rendering and how to create a user controlled camera. Custom SceneNode This tutorials shows how to create a custom scene node and how to use it in the engine. This is useful if you want to extend the render techniques of the Irrlicht Engine.

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Here you'll find any information you'll need to develop applications with the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll find some on the homepage of the Irrlicht Engine at irrlicht. 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 irrlicht3d. Namespaces : A very good place to start reading the documentation.

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