Installing Irrlicht


Download latest version

  1. You can download latest version from here

Get latest version from Subversion (SVN)

  1. Grab svn for your OS here: http://subversion.tigris.org/
  2. Make sure paths are set properly to run SVN anywhere in your system from a command or a shell window (in case you got linux).
  3. Open a command line (run CMD in windows or open a shell in linux), CD (change directory) to where you want the checkout to be placed. UPDATE: if you're using Codeblocks as IDE, it expects irrlicht to be in C:\irrlicht in windows and /opt in Linux.
  4. Type: svn checkout svn://svn.code.sf.net/p/irrlicht/code/trunk irrlicht-trunk
  5. Wait for it to download
  6. Compile and be happy
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You can always update your svn copy by typing svn update

Get specific version from Subversion (SVN)

Instead of getting HEAD revision from repository you can also get the older release versions. Type

  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.8/ irrlicht-1.8
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.7.2/ irrlicht-1.7.2
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.6.1/ irrlicht-1.6.1
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.5.2/ irrlicht-1.5.2
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.4.2/ irrlicht-1.4.2
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.3.1/ irrlicht-1.3.1
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.2/ irrlicht-1.2
  • svn checkout svn://svn.code.sf.net/p/irrlicht/code/tags/release-1.1/ irrlicht-1.1

Building Irrlicht from source

Windows

First of all, install DirectX 8 SDK and/or DirectX 9 SDK if you want your application/game to support one of them(or both). You don't have to download OpenGL SDK as your computer already has it installed.

You can disable any of the drivers by commenting out a #define line in include\IrrCompileConfig.h

Open [irrlicht source folder]\trunk\source\Irrlicht and open...

  1. Irrlicht8.0.sln if your are using Microsoft Visual C++
  2. Irrlicht_Win32-gcc.cbp if your are using Code::Blocks
  3. Irrlicht.dev if your are using Dev-C++

make sure that you have linked your compiler to the "include" folder of your dx sdk.

After all the things are linked correctly, you can now compile. =)

Note: If you are using Microsoft Visual C++ Express Edition, you must install Windows Platform SDK.

Mac OS X

For complete build instructions and additional information about various issues and workarounds on the mac visit this wiki page.

  1. Download the Mac OS X SDK

Build the library (With Native Windowing Frameworks)

  1. Expand the archive, and navigate to ~/Downloads/irrlicht/source/Irrlicht/MacOSX
  2. Either:
    1. Open MacOSX.xcodeproj with Xcode -- This does not work for me on Mac OS 10.3.9 (PPC G5). Xcode 1.2 beeps rather than opening the file. What are the system requirements for Mac OS X? [--a user], also note for 10.6 users you need to revert to GCC 4.0. To do this simply go to Project -> Project Settings -> Build Tab -> (Scroll Down to) C/C++ Compiler Version and change it from system default to 4.0
    2. Build all (this should create irrlicht/source/Irrlicht/MacOSX/build/Release/libIrrlicht.a )
    Or:
    1. Run xcodebuild -project MacOSX.xcodeproj GCC_VERSION=com.apple.compilers.llvmgcc42
  3. Install the library and headers:
    1. Type: sudo cp ~/Downloads/irrlicht/source/Irrlicht/MacOSX/build/Release/libIrrlicht.a /usr/local/lib/
    2. Type: sudo cp -r ~/Downloads/irrlicht/include /usr/local/include/irrlicht
  4. Set up the path to the media folder to be able to run the examples in XCode
    1. Click the project in the blue column on the left
    2. Choose the 'Build Phases' category
    3. In the list of targets, scroll to the bottom and choose 'All.'
    4. In the Editor menu choose 'Add Build Phase' > 'Add Copy Files Build Phase'
    5. Click the 'Copy Files' build phase that just appeared in the main window of the project editor
    6. Choose Destination: "Products Directory"
    7. Subpath 'media'
    8. In the finder, select all the files in the media folder and drag them into the area that says "drag files here"
    9. In any example you wish to run, change "../../media/" to "media/"

Build the library (With X11 for windowing)

  1. Expand the archive, and navigate to ~/Downloads/irrlicht/source/Irrlicht/
  2. Apply MacOSXX11Patch to os.cpp
  3. Type: make
  4. Install the library and headers:
    1. Type: sudo cp ~/Downloads/irrlicht/lib/Linux/libIrrlicht.a /usr/local/lib/
    2. Type: sudo cp -r ~/Downloads/irrlicht/include /usr/local/include/irrlicht

Ubuntu & Debian

  1. Get latest version (download/svn)
  2. Type: sudo apt-get -y install build-essential xserver-xorg-dev x11proto-xf86vidmode-dev libxxf86vm-dev mesa-common-dev libgl1-mesa-dev libglu1-mesa-dev libxext-dev libxcursor-dev
  3. On the Irrlicht folder type: cd source/Irrlicht && make
  4. Install the library and headers from the directory irrlicht-1.#
    1. Type: cd ../..
    2. Type: sudo cp -r include/* /usr/local/include/
    3. Type: sudo cp lib/Linux/libIrrlicht.a /usr/local/lib
  5. Compile the examples.
    1. Type: cd examples
    2. Type: chmod +x buildAllExamples.sh
    3. Type: ./buildAllExamples.sh
    4. Type: cd ../bin/Linux

Check them out!

-- I've made a simple script that will download and compile Irrlicht for you. It works flawlessly for me, so you may want to give it a try. [--another user]

-- There's a bug... So don't use relative paths like '~/irrlicht' in the script, use absolute paths instead! [--an angry dude, wecing]

#! /bin/bash

# Script for installing the Irrlicht free 3D engine in Linux.
# Works in Debian (both stable and testing) and Ubuntu.
# Feel free to adapt it to your needs.

# Folder where you want Irrlicht to be downloaded and compiled.
# '/media/data' is my data partition. You can use '~/irrlicht',
# or '/tmp/jessicaalba' if you want ;-)
destination="/media/data/irrlicht"

# Number of build threads to be used by 'make'.
# It should be 2 times the number of processors or cores in your PC.
# I have a quad-core, hence it's always '8' for me.
threads=$(/bin/cat /proc/cpuinfo | /bin/grep processor | /usr/bin/wc -l)
threads=$(($threads * 2))
# Or, you can uncomment the next line to set it manually.
#threads=8

# Step 1 of 6: installing dependencies.
/usr/bin/sudo /usr/bin/aptitude install build-essential subversion xserver-xorg-dev x11proto-xf86vidmode-dev libxxf86vm-dev mesa-common-dev libgl1-mesa-dev libglu1-mesa-dev libxext-dev -y

# Step 2 of 6: checking out the last version of the source code.
/usr/bin/svn checkout https://irrlicht.svn.sourceforge.net/svnroot/irrlicht/trunk $destination
# You can retrieve a specific version of the SDK, if you want. Use this instead.
# /usr/bin/svn checkout https://irrlicht.svn.sourceforge.net/svnroot/irrlicht/branches/releases/1.7/ $destination

# Step 3 of 6: compiling Irrlicht.
# We'll get a static (.a) version of the library, in debug mode.
cd  $destination/source/Irrlicht
/usr/bin/make -j$threads
# If you prefer a shared (.so) library, and release mode, use the next line instead.
# /usr/bin/make sharedlib NDEBUG=1 -j$threads
# You could also mix parameters (i.e., shared and debug). Use your imagination.

# Step 4 of 6: installing.
/usr/bin/sudo /usr/bin/make install
/usr/bin/sudo /sbin/ldconfig

# Step 5 of 6: compiling the examples and tools.
cd  $destination/examples
/bin/bash ./buildAllExamples.sh
# The following can fail, complaining something about 'XCursor'.
# Just open these 3 Makefiles and append '-lXcursor' to 'all_linux' LDFLAGS options.
# Then, open a console in each folder, and 'make'.
cd  $destination/tools/GUIEditor
/usr/bin/make -j$threads
cd  $destination/tools/IrrFontTool/newFontTool
/usr/bin/make -j$threads
cd  $destination/tools/MeshConverter
/usr/bin/make -j$threads

# Step 6 of 6: finished. Get the hell out of here before the cops show up.
echo ""
echo "======="
echo ""
echo "The binaries for the examples should be found in "\"$destination"/bin/Linux/\"."
echo "The tools' binaries, too."
echo "Thank you for your patience."

More information at Compiling on Linux