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Irrlicht Engine / News: Recent posts

Irrlicht repository path change

Due to the recent update of the SF framework, the paths to Irrlicht SVN repositories have changed. Please make sure that you properly switch over to the new path svn://svn.code.sf.net/p/irrlicht/code/trunk (or /branches/ogl-es or whatever you need)

Posted by Christian Stehno 2013-04-25

Irrlicht Nightly Builds

I'd like to remind everyone that you can access nightly builds of the development versions (SVN versions) of Irrlicht via http://irrlicht.convextech.ca/
Thanks to init512 and Convex Technology for this service.

Posted by Christian Stehno 2010-09-24

Winners of the monthly screenshot contest

The winners for March and April of our Screenshot of the Month contest are announced. You can find all submissions and the winners in our gallery: http://apps.sourceforge.net/gallery/irrlicht/

Posted by Christian Stehno 2009-05-21

New team members

We're pleased to announce that two new dev team members were chosen. The two well-known community members BlindSide and CuteAlien will from now on support the development of the Irrlicht engine. Please give a warm welcome for the two and kepp on supporting the Irrlicht engine.

Posted by Christian Stehno 2009-05-21

'Irrlicht In Motion' Competition with $$$ prizes!

To celebrate the release of Irrlicht 1.5 and to give people a fun project to work on over the Christmas break, the Irrlicht team is going to host a real competition with prizes!


The task is to create an interactive demo that demonstrates an innovative use of motion in Irrlicht. So think animated meshes, custom scene nodes, scene node animators and/or particle systems.

The project should be released as open source under an Irrlicht-compatible license and use freely available media.
The deadline is Monday morning on the 12th of January.... read more

Posted by Christian Stehno 2008-12-19

Irrlicht: 1.5 released!

The Irrlicht Engine is an open source, high performance, realtime, cross-platform 3D engine written and usable in C++.

The Irrlicht dev team is happy to announce the release of the next major version of the 3d engine, Irrlicht version 1.5.

Among many bugfixes, we also provide lots of new exciting features, such as:

* Vertex Buffer Objects, i.e. storing meshes on the GPU

* Joystick support on all platforms... read more

Posted by Christian Stehno 2008-12-17

Irrlicht 1.5.beta Download available

We've uploaded a binary SDK for the 1.5.beta of the 3D Engine Irrlicht, downloadable via the SF file release system (https://sourceforge.net/project/showfiles.php?group_id=74339&package_id=74641&release_id=644007). As always, this includes all sources and the Win32 binaries.
Please provide feedback about any problems with this beta version via the usual channels (bug tracker or forums).

Posted by Christian Stehno 2008-11-30

Beta phase for Irrlicht 1.5 started

The Irrlicht dev team is pleased to announce the start of the beta phase for Irrlicht 1.5, the upcoming next stable SDK of the 3D engine. It's available from SVN at https://irrlicht.svn.sourceforge.net/svnroot/irrlicht/branches/releases/1.5

Please provide feedback via the forums (http://irrlicht.sourceforge.net/phpBB2/index.php) and via the SF trackers (https://sourceforge.net/tracker2/?group_id=74339). In about 2-3 weeks we plan to release the final version, so don't be late!... read more

Posted by Christian Stehno 2008-11-24

Irrlicht 1.4.2 Released!

The Irrlicht Engine is an open source, high performance, realtime, cross-platform 3D engine written and usable in C++.

The Irrlicht dev team is happy to announce the release of Irrlicht version 1.4.2. This is a bugfix update of the 1.4 series, fixing the OpenGL SW render problem of 1.4.1. But it also provides several other bugfixes and enhancements, such as:

* Unified handling of the zwrite enable flag for transparent materials for compatibility with older Irrlicht versions. There are now functions in the scenemanager to enable/disable ZWrite flags of transparent materials.
* Improvements of the file loaders, OpenGL renderer, memory usage
* Optimization of the skeletal animation rendering code... read more

Posted by Christian Stehno 2008-09-22