Banshee Engine (Updated May 2017)

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10 comments, last by BearishSun 6 years, 10 months ago

VERSION 0.3 RELEASED!

New stuff:

  • PhysX integration, with support for colliders, rigidbodies, triggers, joints and scene queries. Full access to the physics interface is provided by the scripting API, as well as integrated into the editor. The physics sub-system was also designed to be extensible, so you can easily add plugins for other middleware like Havok or Bullet without having to modify the user-facing interfaces.

  • Improvements to the renderer, including HDR rendering, filmic tone mapping and gamma correct rendering.

  • HTML documentation for both native and managed parts of the engine.

  • Clang compilation and CMake build in preparation for Mac/Linux ports.

Visit www.banshee3d.com for all the information.

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PROGRESS UPDATE MAY 2017

Engine is nearing first stable release, aimed towards early 2018!

New stuff since the last time I posted:

  • Vulkan backend - Vulkan is now fully supported along with DirectX 11 and OpenGL 4.5. A full refactor of the low-level rendering API has been done in order to provide a modern interface that ensures best features of Vulkan can be utilized efficiently, yet still be as simple to use as DirectX 11/OpenGL 4.5.
  • Audio system - Audio system with support for both OpenAL or FMOD, 3D/2D audio, on-the-fly streaming and decompression, and a built-in support for variety of formats like .ogg, .mp3 or .wav.
  • Animation system - Support for skeletal animation with skinning, 1D/2D blending and additive animations. Support for morph shape animation. Support for animation events and IK post-processing. Added built-in animation editor able to animate any script property.
  • Renderer enhancements - Added support for hybrid tiled deferred / forward clustered rendering. Added support for physically based shading, area light sources, reflection probes with geometry proxies, irradiance maps and more. More renderer enhancements coming over the next few months.
  • C++ documentation - Over a HUNDRED new manuals for the C++ (non-scripting) part of the engine. Includes documentation oriented towards normal users, as well as those interested with tinkering/extending engine internals.
  • Unified shading language - New unified shading language allows you to develop shaders that work on DirectX, OpenGL and Vulkan, while also supporting high level concepts not available in HLSL/GLSL. HLSL syntax (with extensions) ensures it is easy to learn for new developers.
  • Automatic script binding generation - Automatic code generation support for script bindings ensures scripting API can now nearly transparently match the C++ API, as well as opening the door for easy addition of new scripting languages.

As always, more information here: https://github.com/bearishsun/bansheeengine

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