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esenthel

Member Since 04 Feb 2008
Offline Last Active Apr 03 2016 02:01 AM

Topics I've Started

Windows Phone support coming to Esenthel Engine, Xbox too

05 March 2016 - 06:04 PM

Windows Phone support is almost ready and will be available in Esenthel Engine very soon.

 

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Having support for Windows Universal Platform, this opens the path to Xbox support as well.

 

Esenthel Engine is a high performance, cross platform game engine, in development since year 2000, supporting:

-Windows WinApi

-Windows Universal Platform x86/x64/ARM (almost ready and coming shortly)

-Mac

-iOS

-Android

-Linux

-Web

 

Other features supported:

-Steam

-Oculus VR

-many more

 

Check it out here:

http://esenthel.com/

 

Thanks smile.png


Oculus Rift Dungeon Crawler

01 November 2015 - 04:29 PM

Just finished adding support for Oculus Rift for my Dungeon Crawler game:

 

Dungeon Hero

http://store.steampowered.com/app/366810

 

 

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Esenthel Turbo - Game Engine Improvements

14 October 2015 - 12:12 AM

Esenthel Engine is a cross platform high performance game engine, with very attractive licensing system.
 
Today a new version has been released, featuring heaps of improvements, including:
 
Hardware Instancing, the same (non-skinned) objects will be rendered much faster.
 
When doing this optimization, I've got tempted into looking what else I could improve in the engine, which resulted in me going through nearly entire source code of the engine, looking how to improve it, look for potential bugs and issues. I hope you can appreciate my effort smile.png
Also I've included many extras to make this release even bigger!
 
We now have support for VS 2015 which produces more optimized code, C++11 support, including move constructors, it's good to be up to date with technology smile.png
 
I've updated compiling projects to use MSBuild system which offers faster compilation times.
 
Default Editor is now 64-bit DX10+ which offers better performance. 64-bit versions have more registers, and can perform complex tasks more efficiently.
 
PAK creation can be up to 8 times faster, as compressing files is now done on separate threads. This will affect many scenarios: When you publish your game, when you export your project as *.EsenthelProject, when you want to play your game on your mobile phone.
Creating PAK's is now also more Steam friendly, if you make an update to your game, you will have to upload fewer megabytes to Steam, and gamers will have less data to download.
 
iOS 9 Support is now available smile.png
 
A bonus for audiophiles - 2 new audio codecs are supported:
FLAC - offers lossless compression, the same quality as uncompressed WAV but with smaller file sizes.
OPUS - a codec that has been created quite recently, it turns out it offers better quality than MP3, OGG Vorbis, and AAC. Also it's very suitable for voice chat through network. The only downside to it, is that it works always on 48kHz.
 
Having OPUS aboard, I've added support for programatic Audio compression/decompression using that Codec, for which I've included a new tutorial.
Based on which you can now implement voice chat in your apps.
Since Microphone recording was available only on Windows, I thought there's not much point in having good real-time audio de/compression without being able to use it, so I've implemented support for Microphone Recording on Mac, iOS and Android.
 
I've improved performance of many aspects, including:
animating skeletons
building heightmaps
file processing (loading/saving of both binary and text files)
drawing text
sorting
text string operations
saving/loading images
memory encryption
loading Code Editor symbols
compiling apps for Mac (by not creating iOS icons/images when not necessary)
replaced libJpeg with libJpegTurbo offering 2x faster JPG file processing
 
Random number generator now has better precision and support for creating random 64-bit integers
 
Many 3rd party libraries were updated to a latest/newer version:
PVRTC compression
Recast/Detour pathfinding 
Chartboost for iOS
AdMob for iOS
Facebook for iOS
 
Entire engine source has been cleaned up a bit, and some bugs were squashed as well.
 
And that's just part, because there are many other cool improvements, you can see the full list over here:
 
Enjoy!

Dungeon Hero with Hand-designed 16-level Dungeon now on Steam

09 July 2015 - 09:20 PM

I'm pleased to announce that works on Dungeon Hero are now completed:

Hand-designed 16-level Dungeon full of Challenging Puzzles are now included in the game.

 

Dungeon Hero is a classic style Dungeon Crawler with a Casual/Cartoony twist.

Featuring:

  • Beautiful Cartoony Graphics
  • Wonderful Music (23 audio tracks)
  • 26 Heroes to choose from
  • 9 Pets
  • 100+ Unique Monsters
  • 1000+ Unique Items
  • 5 Dungeon Skins
  • Dungeon Editor
  • Downloading/Uploading Custom Maps
  • Secrets
  • Magic and Spell casting
  • Hand-to-hand combat (dual weapons, or shield+weapon)
  • Ranged combat (bows and crossbows)
  • Unique gameplay experience every time you play thanks to Random Dungeon Generator
  • Hand-designed 16-level Dungeon full of Challenging Puzzles
  • Free Bonus every day you play the game

If you love other role-playing games like Dungeon Master, Eye of the Beholder and Legend of Grimrock, then you will love this game too!
Compared to others, Dungeon Hero is more on a Cartoony/Casual side.

 

Game is available for sale on:

 

Facebook: https://www.facebook.com/pages/Dungeon-Hero-RPG/1501356550080651

Press Kit available here: http://esenthel.com/site/press/Dungeon%20Hero/

 

If you have any feedback please let me know as I'd love to hear from you!

Hope you'll enjoy my game :)


Esenthel Engine - Huge performance improvements for Sound Processing

27 June 2015 - 11:21 PM

Just released an update with some awesome Sound Processing performance improvements.

 

Recently I've discovered that playing several sounds at the same time can cause a significant delay in the game, which led me to rewriting core part of the sound processing.

You can now start several sounds at the same moment, and that will not generate any delay/slowdown in the game, as all sound commands are now recorded, and executed on a secondary sound thread.

You can now play hundreds/thousands of sounds, and the engine will automatically prioritize the most important sounds, based on their volume and distance from camera, and ignore processing of sounds with low priority.

Also memory usage for sounds on OpenAL targets (Mac, iOS, Linux and Web) has been reduced by nearly 2x.

Enjoy!

 

Esenthel Engine is a high-performance cross-platform (Win Mac Linux iOS Android Web) Game Engine with attractive licensing, in development since 15 years.

http://www.esenthel.com/


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