The Irrlicht Engine SDK version 1.7
Welcome the Irrlicht Engine SDK.
Content of this file:
1. Directory Structure Overview
2. How To Start
4. Release Notes
1. Directory Structure Overview
You will find some directories after uncompressing the archive of the
SDK. These are:
\bin The compiled library Irrlicht.DLL and some compiled demo
and example applications, just start them to see the
Irrlicht Engine in action. Windows only.
\doc Documentation of the Irrlicht Engine.
\examples Examples and tutorials showing how to use the engine with
\include Header files to include when programming with the engine.
\lib Libs to link with your programs when using the engine.
\media Graphics and sound resources for the demo applications and
\source The source code of the Irrlicht Engine. This code is
not needed to develop applications with the engine,
but it is included to enable recompilation and
debugging, if necessary.
\tools Useful tools (with sourcecode) for the engine.
2. How to start
To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
directory, and start some applications. There should also be an
application named Demo.exe which should show the most
interesting features of Irrlicht.
To start developing own applications and games with the engine take
a look at the 01.HelloWorld example in the \examples directory.
There is also a .html file with a tutorial which should be
The Irrlicht Engine is a static lib under linux. A precompiled version can be
generated from the sources using the Makefile in source/Irrlicht. Unzip the
file source.zip in the /source directory. Run 'make' in the newly created
subfolder source/Irrlicht. After this you should be able to 'make' all
example applications in /examples. You can run the examples directly from the
directory they are created in.
It is also possible to use Irrlicht as shared object
(libIrrlicht.so.versionNumber). Use the proper makefile target for this by
running 'make sharedlib' in the source folder. See the Makefile for details.
For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
build the libIrrlicht.a library necessary to create the apps.
You can use one of the following compilers/IDEs to develop applications
with Irrlicht or recompile the engine. However, other compilers/IDEs may
work as well, we simply didn't test them.
* gcc 3.3
* gcc 3.4
* gcc 4.x
* Visual Studio.NET 2003 (7.1)
* Visual Studio 2005 (8.0)
* Visual Studio 2008 (9.0)
* Code::Blocks 1.0 (& gcc or visual studio toolkit)
* DevC++ 5.0 & gcc (project files included)
If you ever want to (re)compile the engine yourself (which means you don't
want to use the precompiled version) you need the following:
* Needed: PlatformSDK (which usually comes with all IDEs, download
it separately for MSVC Express 2005)
* Optional: DirectX SDK, for D3D9 support
* Optional: DirectX SDK prior to May 2006, for D3D8 support
* Needed: XServer with include files
* Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
(X11 support libraries, the latter two for fullscreen mode)
* Needed: XCode and Cocoa framework
* Needed: OpenGL headers and libraries
4. Release Notes
Informations about changes in this new version of the engine can be
found in changes.txt.
Please note that the textures, 3D models and levels are copyright
by their authors and not covered by the Irrlicht engine license.
The license of the Irrlicht Engine is based on the zlib/libpng license.
Even though this license does not require you to mention that you are
using the Irrlicht Engine in your product, an acknowledgement
would be highly appreciated.
Please note that the Irrlicht Engine is based in part on the work of
the Independent JPEG Group, the zlib, and libpng. This means that if you use
the Irrlicht Engine in your product, you must acknowledge somewhere
in your documentation that you've used the IJG code and libpng. It would
also be nice to mention that you use the Irrlicht Engine and the zlib.
See the README files in the jpeglib and the zlib for
The Irrlicht Engine License
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be clearly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
If you have problems, questions or suggestions, please visit the
official homepage of the Irrlicht Engine:
You will find forums, bugtrackers, patches, tutorials, and other stuff
which will help you out.
If want to contact the team of the engine, please send an email to
Please also not that parts of the engine have been written or contributed
by other people. Especially: (There are probably more people, sorry if I forgot one.
See http://irrlicht.sourceforge.net/author.html for more informations)
Christian Stehno (hybrid) Contribution Coordinator/Developer
Gareth Davidson (bitplane) Developer/ Forum admin
Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
Colin MacDonald (rogerborg) All hands person
Michael Zeilfelder (cutealien) GUI and patch expert
Ahmed Hilali (blindside) The shader and advanced effects man
Dean Wadsworth (varmint) OSX port maintainer and game developer
Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
Etienne Petitjean wrote the MacPort of the engine
Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
Andy Spurgeon Wrote the Dev-Cpp tutorial.
André Simon Wrote the Codewarrior tutorial.
KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
Jon Pry Wrote the code to load compressed TGA files.
Matthew Couch Wrote the tokamak integration tutorial.
Max Winkel Wrote the splitscreen tutorial.
Gorgon Zola Wrote the ODE integration tutorial.
Dean P. Macri Sent in code for curved surfaces and PCX Loading.
Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
Mario Gruber Suggested triangle fan drawing and sent in code for this.
Ariaci Spotted out a bug in the ATI driver.
Dr Andros C Bragianos Improved texture mapping in cube scene node.
Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
Vash TheStampede Sent code for missing Draw2DLine() implementations
MattyBoy XBOX support suggestions
Oliver Klems createImageFromData() method suggestion/implementation
Jox really, really a lot of bug fixes, and the LMTS file loader
Zola Quaternion method additions
Tomasz Nowakowski various bug fixes
Nicholas Bray stencil shadow bug fixes with OpenGL
REAPER mouswheel events for scrollbar
Calimero various bug fixes like vector2d operators
Haddock bugfix in the linked list
G.o.D XML parser fix
Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
Martin Piskernig Linux bugfixing and testing
Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
Murphy McCauley OCT file loader, MIM tools
Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
Zhuck Dimitry My3D Tools
Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
rt Wrote the original .png loader for Irrlicht
Salvatore Russo Wrote the original .dmf loader for Irrlicht
Vox Various bug reports and fixes
atomice Contributed code for a ms3d loader enhancement
William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
Michael Zoech Improved GLSL support
Greg Roelofs Created the zlib and libpng
Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
The Independent JPEG Group Created JPEG lib