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Irrlicht Engine
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==Engine extensions== Irrlicht was designed to be able to load and save the current scene to an XML file; this combined with the engine's open-source licensing model has attracted various programmers and developers to create world editors for Irrlicht to simplify the world-creation process. One such example is the [[irrEdit]] world editor, developed by Nikolaus Gebhardt and other members of the company Ambiera.<ref>{{cite web|url=http://www.ambiera.com/irredit |title=Official website of the irrEdit Scene editor |publisher=Ambiera.com |access-date=13 November 2011}}</ref> IrrEdit contains a [[Radiosity (3D computer graphics)|radiosity]] [[lightmap]] generator and a scripting interface using [[Squirrel (programming language)|Squirrel]] scripts. Since Irrlicht does not support sound by itself, Ambiera has also developed irrKlang, a non-free, proprietary audio library with an API similar to Irrlicht.<ref>{{Cite web|url=http://www.ambiera.com/irrklang/|title = IrrKlang - audio and sound library for C++, C# and .NET}}</ref> Being developed by the same group, irrEdit supports the use of sounds in levels made by irrEdit for use with irrKlang-enabled compiled DLLs. Also, among Ambiera's creations is irrXML, Irrlicht's XML parser. Many physics libraries have had plugins and wrappers written for Irrlicht, including [[Nvidia]] [[PhysX]], [[Bullet (software)|Bullet]], and [[Open Dynamics Engine]]. More extensions can be found in the Irrlicht forums and in the irrExt project, a side-project of Irrlicht for special purpose add-ons. There are also some new technologies in forums such as [[Deferred shading]] or [[Shadow mapping]]. Many users contribute extensions such as Compute Shaders ([[OpenGL]] 4.3) and Tessellation Shaders (Shader Model 5.0).
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