![]() That was one of its original goals, when I started writing it. Irrlicht's tutorials are really easy to understand, and you don't need to read a book in order to use it. I can recommend to directly read the documentation which comes with both, Irrlicht and CopperCube. What are some of your favorite projects, books, tutorials or blog posts on Irrlicht and Coppercube? So basically, I don't see Unity or Unreal as competition. But at least CopperCube is still used quite a lot and gets licensed by enough people so that we can continue to develop it further and push out free updates. People also told me numerous times that our WebGL support is still the best around. The system is simple, and users don't get overwhelmed by too many features, or a too complicated editor. But I assume CopperCube has probably a bit different target audience: You can create games with CopperCube pretty easily, with just clicking around. I honestly don't really know because I didn't actually use Unity and Unreal myself. How do you see engines like Irrlicht and Coppercube positioned against engines like Unity and Unreal?Ī lot of people ask me how our small 3D editor 'CopperCube' - which is using Irrlicht on some of its supported platforms as base - survives against giants like Unity or Unreal. And lastly, it is also the core of my own commercial 3D app, CopperCube, a program for creating 3D games without programming. ![]() Irrlicht has been used in a lot of interesting software, including for example a visualzation project for the LHC, robot simulators, architecuture programs, but of course lots and lots of games, including for example one of the most popular Minecraft clones out there. The software project which I had started originally more than 10 years ago has grown into a big beast, and although I personally don't really work very much on it myself today, the community and the remaining Irrlicht Team still does. Which is partly still true today, by the way. ![]() Irrlicht was one of the more popular 3D engines back then and had an incredible and friendly community. What has your experience been like with an open source project like Irrlicht? The sheer amount of all this is pretty overwhelming. You'll find everything from materials, particles, user interface, input mangement, sound output, embedded programming languages, cross compilers, shaders, offline light rendering, physics simulation, character animation, different platform and operating system support, terrain and indoor rendering, video drawing, virtual reality device support, and more. It is a incredible long list of features and technologoy, all put into one piece of software. Take a look at the list of features accumulated in a modern, high level 3D engine today. Not because the technology is difficult - that's manageable - but because the amount of needed features is pretty high. Writing a 3D engine is a quite complicated task. What are some of the biggest challenges creating a 3D engine? So I decided to write my own 3D engine, with the intention to make it easy to use, free and open source. Back in 2003, you had the choice between "hard to use," "expensive," "out-dated" and "closed source." Or mostly a combination of them. I wanted to write a 3D game, but I quickly learned that the options for choosing a 3D engine weren't that great. What was the inspiration for the development of Irrlicht? In this Q&A, Nikolaus provides some insights into the development of these projects. Ever wondered what it would be like to write your own 3D game engine? Nikolaus Gebhardt did just that with the open source Irrlicht 3D engine, and then again with the Coppercube 3D app and game editor.
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