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:.
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Microsoft Visual Studio is used as an IDE, but you will also be able to understand everything if you are using a different one or even another operating system than windows. To let the compiler find this header file, the directory where it is located has to be specified.
This is different for every IDE and compiler you use. Let's explain shortly how to do this in Microsoft Visual Studio:. That's it. With your IDE set up like this, you will now be able to develop applications with the Irrlicht Engine.
After we have set up the IDE, the compiler will know where to find the Irrlicht Engine header files so we can include it now in our code. In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if you want to use a class of the engine, you have to write irr:: before the name of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. To get rid of the irr:: in front of the name of every class, we tell the compiler that we use that namespace from now on, and we will not have to write irr:: anymore.
There are 5 sub namespaces in the Irrlicht Engine. Hence, we tell the compiler again that we do not want always to write their names. To be able to use the Irrlicht. DLL file, we need to link with the Irrlicht.
We could set this option in the project settings, but to make it easy, we use a pragma comment lib for VisualStudio. On Windows platforms, we have to get rid of the console window, which pops up when starting a program with main.
This is done by the second pragma. We could also use the WinMain method, though losing platform independence then. The most important function of the engine is the createDevice function. The IrrlichtDevice is created by it, which is the root object for doing anything with the engine. Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. We add a hello world label to the window, using the GUI environment.
The text is placed at the position 10,10 as top left corner and ,22 as lower right corner. To show something interesting, we load a Quake 2 model and display it. We check the return value of getMesh to become aware of loading problems and other errors. Instead of writing the filename sydney. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise.
And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. To look at the mesh, we place a camera into 3d space at the position 0, 30, The camera looks from there to 0,5,0 , which is approximately the place where our md2 model is. Ok, now we have set up the scene, lets draw everything: We run the device in a while loop, until the device does not want to run any more.
Anything can be drawn between a beginScene and an endScene call. The beginScene call clears the screen with a color and the depth buffer, if desired. With the endScene call everything is presented on the screen. After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice.
In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. See the documentation at irr::IReferenceCounted::drop for more information. Irrlicht 3D Engine. Tutorial 1: HelloWorld. This is the Irrlicht Software renderer!
Microsoft Visual Studio is used as an IDE, but you will also be able to understand everything if you are using a different one or even another operating system than windows. To let the compiler find this header file, the directory where it is located has to be specified. This is different for every IDE and compiler you use. Let's explain shortly how to do this in Microsoft Visual Studio:. That's it.
irrlicht package in Ubuntu
Irrlicht is known for its small size and compatibility with new and older hardware alike, ease of learning, and a large friendly community. NET ,    Object Pascal Delphi ,   Perl ,  Python ,  and Ruby ,  though most of them have not been maintained for five years or more. Irrlicht's development began in with one developer, Nikolaus Gebhardt. Irrlicht is a common German term for a will-o'-the-wisp. DirectX 8 will not be supported after 1. External renderers and windowing systems plug in through simple interfaces, giving rise to a community-made Simple DirectMedia Layer SDL video driver and support for iPhone and Symbian devices.
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. Class list : List of all classes with descriptions. Class members : Good place to find forgotten features.