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Description

Build A World fork of Irrlicht, currently aiming for a threadable and Vulkan-centered API (but currently works on OpenGL only).

We forked after realizing we have too many patches which entail big API changes to ever be merged into stock Irrlicht.

For those not faint of heart, you can find out more about what this is and how it differs from stock Irrlicht by reading this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=49672

Excuse us for not providing a proper readme, we (devsh and crisspl) are really busy with our day-business of DevSH Graphics Programming Sp. z o.o.

This framework has been kindly begun, donated to the Apache 2.0 license, and almost entirely sponsored by Build A World Aps., and the stable-ish branch is used in production releases of Build A World EDU, since 2015.

If you feel like you'd be interesting in improving and maintaining this repository's readmes and the wiki, contact devsh.

Programming language: C++
Tags: Graphics     Windows     Linux     Vulkan     OpenGL     C++14     Raytracing    
Latest version: v0.3.0-gamma2

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README

IrrlichtBAW

Build A World fork of Irrlicht, currently aiming for a threadable and Vulkan-centered API (but currently works on OpenGL only).

We forked after realizing we have too many patches which entail big API changes to ever be merged into stock Irrlicht.

For those not faint of heart, you can find out more about what this is and how it differs from stock Irrlicht by reading this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=49672

Excuse us for not providing a proper readme, we (@devsh, @Crisspl and @Przemog1) are really busy with our day-business of DevSH Graphics Programming Sp. z o.o.

This framework has been kindly begun, donated under the Apache 2.0 license, and almost entirely sponsored by Build A World Aps., and the stable-ish branch is used in production releases of Build A World EDU, since 2015.

If you feel like you'd be interesting in improving and maintaining this repository's readmes and the wiki, contact @devsh on Discord.

Official Support (Discord)

Permament members of Devsh Graphics Programming Sp. z O.O. use this to organise publicly visible work.

https://discord.gg/4MTCVaN

We have no forums or message boards as of now, simply as there is no need for any project with a community of programmers under 100.

There's also a skype support group, reach @devsh for a private invite.

Credits and Attribution

The authors of IrrlichtBAW are:

Past Authors and Contributors:

  • Przemysław Pachytel @Przemog1 (Geometry Manipulation and Algorithms, Two Button Mouse Maya Camera, Initial Mitsuba Loader work)
  • @manhnt9 Nguyễn Tiến Mạnh (CEGUI, Build System and Radeon Rays Proof-of-Concept Integration in Prime Engine X with IrrlichtBaW back-end)
  • @florastamine Nguyễn Ngọc Huy (sRGB-Correct Image Loaders, CEGUI and BRDF Explorer GUI)

Words of appreciation for developers developers whose software has been used in IrrlichtBAW, currently and in the past:

  • The initial Irrlicht 1.8.3 codebase
  • OpenSSL and aesGladman
  • SPIRV-Cross
  • shaderc
  • zlib, bzip, libzip2, lzma and lz4
  • libjpeg-turbo, jpeglib (past), libpng
  • Unicode convert_utf and utf8cpp


*Note that all licence references and agreements mentioned in the IrrlichtBAW README section above are relevant to that project's source code only.