翻訳と辞書
Words near each other
・ Irritable bowel syndrome
・ Irritable Hedgehog Music
・ Irritable male syndrome
・ Irritant
・ Irritant (band)
・ Irritant contact dermatitis
・ Irritant diaper dermatitis
・ Irritant folliculitis
・ Irritant Records
・ Irritated seborrheic keratosis
・ Irritating Stick
・ Irritation
・ Irritator
・ Irrlicht
・ Irrlicht (album)
Irrlicht Engine
・ Irrsee
・ Irrumatio
・ Irrumbaanadu
・ Irrunytju Arts Centre
・ Irruptive growth
・ Irréversible
・ Irréversible (soundtrack)
・ IRS (disambiguation)
・ IRS 8*
・ IRS Airlines
・ IRS Criminal Investigation Division
・ IRS e-file
・ IRS penalties
・ IRS Return Preparer Initiative


Dictionary Lists
翻訳と辞書 辞書検索 [ 開発暫定版 ]
スポンサード リンク

Irrlicht Engine : ウィキペディア英語版
Irrlicht Engine

Irrlicht (pronounced (:ˈʔɪɐ̯lɪçt) in German) is an open source game engine written in C++. It is cross-platform, officially running on Windows, Mac OS X, Linux and Windows CE and due to its open nature ports to other systems are available, including FreeBSD, Xbox (up to 1.8.1), PlayStation Portable,〔(【引用サイトリンク】title=LTE Game Engine )Raspberry Pi, SymbianOS, iPhone〔(【引用サイトリンク】title=Announcement about Irrlicht on iPhone )〕 and Google Native Client.〔(【引用サイトリンク】title=Irrlicht on Google Native Client )
Irrlicht is known for its small size and compatibility with new and older hardware alike, a shallow learning curve and a large friendly community.〔(【引用サイトリンク】title=Irrlicht support forum )〕 Unofficial bindings for many languages exist including .NET,〔(【引用サイトリンク】title=Irrlicht.Net Cross Platform Project Page )Java,〔(【引用サイトリンク】title=Jirr: Irrlicht for Java )Perl,〔(【引用サイトリンク】title=Irrlicht for Perl )Ruby,〔(【引用サイトリンク】title=IrrRuby )Python,〔(【引用サイトリンク】title=Venom: Irrlicht wrapper for Python )FreeBASIC, Lua,〔(【引用サイトリンク】title=IrrLua, A Lua front end to Irrlicht )Delphi,〔(【引用サイトリンク】title=Irrlicht 4 Delphi )〕〔(【引用サイトリンク】title=IrrPascal )C++Builder, AutoIt and even Game Maker,〔(【引用サイトリンク】title=GMIrrlicht )〕 though most of them have been unmaintained for more than five years.
Irrlicht's development began in 2003 with only one developer, Nikolaus Gebhardt. Only after the 1.0 release of Irrlicht in 2006 did the team grow to currently ten members, most of them being developers.
"Irrlicht" is a common German term for a will-o'-the-wisp.
==Features==
Irrlicht supports 3D rendering via OpenGL, DirectX 8, 9, and 11 (with (DirectX 11 extension )), and internal software rasterizers. DirectX 8 will not be supported after 1.8.1,〔(【引用サイトリンク】url=http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=50617&p=292397 )〕 effectively ending support for Xbox. External renderers and windowing systems plug in through simple interfaces, giving rise to community-made SDL, iPhone and SymbianOS devices.
The engine comes with a library of standard material renderers, allowing fallback materials where user hardware is unable to handle advanced techniques. New materials can be added to the engine at run-time, allowing users to write their own as required. In addition to legacy fixed-function pipeline materials, programmable Pixel and Vertex Shaders (1.1 to 3.0 and 4.0 using GLSL), ARB Fragment and Vertex Programs, HLSL, Cg and GLSL materials are supported.
Irrlicht supports many file formats. It will load and display 3ds Max files, Quake 2 MD2 Models, Wavefront .obj objects, Quake 3 .bsp maps, Milkshape3D objects, and DirectX .x files.〔(Irrlicht features ) on Freashmeat〕 Additional format loaders have been written as external plugins. Lights, cameras and 3D objects are managed as a tree of 'Scene Nodes', arbitrary groupable entities linked together in a scene graph. These nodes are responsible for their own behaviour, but can also be managed by animators, each other, or manually by the user.
A large number of built-in node types exist and can be used together to make complex indoor and outdoor scenes. New nodes are trivial to make and can be added at runtime; many additional node types are available from the community. Node types packaged with Irrlicht include a terrain renderer and sky domes/boxes for outdoor rendering, BSPs for indoor rendering, bone based animated meshes, stencil shadows, billboards and particle systems, water surfaces and primitives.
A skinnable 2D GUI is available, supporting many controls and the ability for users to plug in their own (or community made) custom widgets at runtime. Irrlicht's internal event system provides mouse, keyboard, joystick and GUI events without having to rely on additional libraries.〔http://irrlicht.sourceforge.net/docu/example005.html〕
Filesystem access is abstracted allowing platform-independent file and folder access, and transparent access to files within ZIP archives. Other I/O features include an XML reader and writer, the ability to take screenshots, manipulate images and meshes and then save them in several different file formats.
Irrlicht's provides support for simple collision detection including mouse picking, but users are advised that this is not intended as a replacement for a full featured physics engine.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Irrlicht Engine」の詳細全文を読む



スポンサード リンク
翻訳と辞書 : 翻訳のためのインターネットリソース

Copyright(C) kotoba.ne.jp 1997-2016. All Rights Reserved.