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Member Since 04 Feb 2008
Offline Last Active Yesterday, 10:37 PM

Topics I've Started

Esenthel Game Engine is on Steam Greenlight

20 December 2014 - 06:34 PM

Esenthel Game Engine is on Steam Greenlight, please upvote if you can, it will help greatly smile.png




BTW. Esenthel Licences are currently on Christmas Sale Discount!


This discount expires in 3 days, on 24 Dec.
Check it out here : http://www.esenthel.com/?id=store


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Esenthel Game Engine - Christmas 15% Discount - Limited Time Only!

01 December 2014 - 08:00 PM

Esenthel Game Engine, a complete next-gen game development platform, 14 years in development, supporting:

  • Windows
  • Mac
  • Linux
  • Android
  • iOS
  • Web

Is now on sale.


15% Discount - for a limited Time Only!




Merry Christmas smile.png


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Esenthel Game Engine - A Brand New Look

11 November 2014 - 11:56 PM

Hello Everyone! smile.png


I'd like to announce the latest improvement in Esenthel Game Engine, which is a redesign of the User Interface Graphics, now users can select from 8 UI Skins:

  • Light
  • Light+ (with transparency)
  • Light Grey
  • Dark Grey
  • Dark
  • Dark+ (With transparency)
  • Neon
  • Neon+ (With transparency)


Additionally the Editor now has the ability to easily create Skins for your own Games, including UI Graphics Generator (known as Panel Image Editor) + UI Skin Editor.


Here are the new Editor Skins:

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As a bonus I'd like to share one very cool demo recently created by one of the Esenthel Engine users by the name of 'georgatos7'





Esenthel Game Engine is a next-gen game development solution.

It is in active development since year 2000, supporting following platforms:

  • Windows
  • Mac
  • Linux
  • Android
  • iOS
  • Web


It is free to try:



If you have any feedback, please post below.


Thanks ! smile.png

Esenthel Game Engine - A Big Update now Available

02 October 2014 - 02:07 AM

A big update has become available for the Esenthel Game Engine! smile.png


Please read the full release notes here: http://www.esenthel.com/community/showthread.php?tid=8023


And for some highlights:



Rendering Pixel Density

Recently there is a trend for manufacturers to produce devices (laptops, tablets, phones, etc.) with insanely high resolution screens.

For example:
Asus Zenbook NX500 laptop - 15.6 inch, 3840 x 2160
Samsung Galaxy Note 4 - 5.7 inch, 2560 x 1440


While this may be good for 2D sharp text rendering, it may not be good for 3D rendering, as the more pixels you need to process, the slower your game will be.

That's why I've decided to redesign the old super sampling option, which only allowed to increase the rendering resolution, and replace it with new "D.density" option, that allows you to both decrease and increase the rendering resolution. You can specify values from 0.0 to 2.0 range.

For example 0.5 density, will render at 2x lower resolution (when including both width and height, that's 4x less pixels to process!).

You can control how to up-scale the lower resolution image onto the fullscreen, by using bi-linear or bi-cubic filtering, thanks to D.densityFilter function.

Here's an image so you can see how it works, the version on top has pixel density of 1.0, the version below has the density set to very low at 0.25 (for demonstration purposes).





Displaying Rendering Stages

With the new Renderer.stage member you can now request to display certain rendering stages, like unlit color, light, normal, depth, ambient occlusion, lit color, etc.





Greatly Improved Internal Render Target Management

All above features are possible thanks to the fact that the engine now manages render targets in a much better way. This was a complete redesign on the RT system.
Another benefit that the new system gives, is that now you can display 3D graphics in a 2D Window with full support of Window fade in/fade out effect.





Ambient Occlusion Quality and Performance Improvement

Ambient Occlusion effect has been improved, the codes have been simplified giving performance improvements, tweaked to improve quality, and the renderer can be configured to use 3 resolutions - full, half, quarter. Thanks to the new quarter resolution you can now boost AO performance even more!





Controlling the width of Mesh Outline

Ability to control the width of mesh outline has been added:





Skinning Editor now displays Bone Weights on faces

Previously this was visible only for mesh vertexes, now faces will also be colored properly.





Many more!

Please read the full release notes for many more new features and improvements.

Please Subscribe

If you haven't yet done so, please subscribe to help making the engine better!


Thanks! smile.png

Esenthel Game Engine has an Animation Editor

30 August 2014 - 07:55 AM

Esenthel Engine now has an Animation Editor.


You can now edit following animation keyframes directly in the Editor:

  • target orientation
  • position offset
  • scale


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Esenthel is a powerful game engine supporting:

  • Windows
  • Mac
  • Linux
  • Android
  • iOS
  • Web


It's free to try : http://esenthel.com/