#3d #game-engine #engine #gamedev

Marko Pintera 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
BansheeCore 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
BansheeD3D11RenderAPI 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
BansheeD3D9RenderAPI 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
BansheeEditor 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
BansheeEditorExec 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
BansheeEngine 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
BansheeFBXImporter 2c35a0c825 Removed all the unused allocators 10 gadi atpakaļ
BansheeFontImporter 2c35a0c825 Removed all the unused allocators 10 gadi atpakaļ
BansheeFreeImgImporter 2c35a0c825 Removed all the unused allocators 10 gadi atpakaļ
BansheeGLRenderAPI 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
BansheeMono 2c35a0c825 Removed all the unused allocators 10 gadi atpakaļ
BansheeOISInput 2c35a0c825 Removed all the unused allocators 10 gadi atpakaļ
BansheeSL b938e35a76 Added proper Color parameter type to Shader 10 gadi atpakaļ
BansheeUtility a637a4a168 Added clone() method to material to make it easier to modify individual instances 10 gadi atpakaļ
ExampleProject 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
License 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
MBansheeEditor 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
MBansheeEngine 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
RenderBeast 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
SBansheeEditor 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
SBansheeEngine 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
.gitignore cbacc12172 Removed a bunch of obsolete files, or files that shouldn't be versioned 11 gadi atpakaļ
BansheeEngine.sln 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
Dependencies.txt 3187a5f447 Hook up light updates in renderer core 10 gadi atpakaļ
Mono-3.2.3-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance 11 gadi atpakaļ
Mono-3.4.0-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance 11 gadi atpakaļ
Mono-3.8.0-IntegrationGuide.txt 24f99ac96e Various fixes in order to get handles operational 11 gadi atpakaļ
NVTTCompilationGuide.txt bfc32ed4b4 Tiny doc updates 11 gadi atpakaļ
README.md 71bf18cd5c Updated readme 10 gadi atpakaļ
TODO.txt 03cfee9d17 Added a way to transparently load resources from managed code when in editor or standalone 10 gadi atpakaļ
TODOExperimentation.txt 087cb42638 Added menu items for builtin components 10 gadi atpakaļ

README.md

BansheeEngine

A free & modern multi-platform game development toolkit. It aims to provide simple yet powerful environment for creating games and other graphical applications. A wide range of features are available, ranging from a math and utility library, to DirectX 11 and OpenGL render systems all the way to asset processing, fully featured editor and C# scripting.

Banshee aims to become a standard in game development by providing rock solid implementations of known and widely used techniques while also being flexible enough to implement constantly changing cutting edge techniques. Built from ground up to be a modern library using modern design principles - everything is modular, layered and decoupled as much as possible, making it easier to modify, replace or add functionality. Platform specific functionality is kept at a minimum making porting as easy as possible. Additionally every non-trivial method, class and field is documented.

On top of the powerful and flexible C++ core lies a fully featured editor and a C# scripting system. C# scripting makes your development easier by giving you access to the entire .NET library, along with fast iterations times while being safe and easy to write. Editor is fully extensible with the help of C# scripting so you may customize it for exact needs of your project.

Download/Install

To get Banshee to run you will need to check out the source code either from GitHub or download the source code package below. Additionally you will need dependencies only available for download below. Dependencies should be extracted in the same folder as the root folder of the project (they share folder structure so it should be easy to see what goes where).

To compile Banshee you will need Visual Studio 2013 (Express version will work, but earlier Visual Studio versions will not). Other Windows compilers might work but have not been tested. Support for more platforms and compilers will become available with time.

Download dependencies

Download source + dependencies

To compile DirectX render systems you will also need a separately installed DirectX SDK. Check "Dependencies.txt" for all information regarding used dependencies.

Features (currently available)

  • Editor

    • Asset management
    • Simple drag and drop import
    • Automatic reimport of externally modified assets
    • Asset modifications immediately reflected in-game
    • Version control friendly format
    • Powerful object inspector
    • Automatic GUI for script objects
    • Exposes properties for artists/designers
    • Customizable per-type
    • Level creation
    • Simple drag and drop interface
    • Traditional set of tools
    • Custom 2D and 3D tool support
    • Prefab system
    • Pre-built templates for level design
    • Easy to create and maintain complex levels
    • Hierarchical prefabs and instance specialization
    • Play in editor
    • Compile in editor
    • Immediately test changes
    • Pause and frame-step
    • Analyze and modify scene while playing
    • Fully extensible for game-specific needs
    • Easy to extend using scripting
    • Comprehensive extension scripting API
    • Extend almost anything
      • Editor windows
      • Object inspectors
      • 2D/3D tools
      • Automate common tasks
    • Game publishing
    • One click build process
    • Automatically detect required resources
    • Automatically package and output an executable
    • Customizable frontend
    • Dockable layout and floating windows
    • Custom skin & localization support
  • Core

    • Design
    • Built using C++11 and modern design principles
    • Clean layered design
    • Fully documented
    • Modular & plugin based
    • Multiplatform ready
    • Renderer
    • DX9, DX11 and OpenGL 4.3 render systems
    • Multi-threaded rendering
    • Flexible material system
      • Easy to control and set up
      • BansheeFX language for material definitions
      • Shader parsing for HLSL9, HLSL11 and GLSL
    • Asset pipeline
    • Easy to use
    • Asynchronous resource loading
    • Extensible importer system
    • Available importer plugins for:
      • FXB, OBJ, DAE meshes
      • PNG, PSD, BMP, JPG, ... images
      • OTF, TTF fonts
      • HLSL9, HLSL11, GLSL shaders
    • Powerful GUI system
    • Unicode text rendering and input
    • Easy to use layout based system
    • Many common GUI controls
    • Fully skinnable
    • Automatic batching
    • Support for texture atlases
    • Localization
    • Scripting
    • C# via Mono
    • Separate high level engine API
    • Integrated runtime for maximum performance
    • Full access to .NET framework
    • Integration with Visual Studio
    • Automatic serialization
      • Custom components
      • Custom resources
      • No additional code
      • Handles complex types and references
    • Other
    • CPU & GPU profiler
    • Virtual input
    • Advanced RTTI system
    • Automatic object serialization/deserialization
    • Debug drawing
    • Utility library
      • Math, file system, events, thread pool, task scheduler, logging, memory allocators and more

Features (upcoming)

  • DirectX 12/Vulkan support
  • High quality renderer
  • Physics system integration
  • Audio system integration
  • Video system integration
  • Networking system integration
  • Animation
  • GUI animation
  • Mac & Linux support

Development state

Project is currently in active development. Current version is considered a preview version. Bugs are to be expected and new features will be added as development progresses.

Jump in

Easiest way to get started with Banshee is to check out the ExampleProject included with the source code. However to give you a taste here are a few code snippets.

Starting a minimal application

  RENDER_WINDOW_DESC renderWindowDesc;
  renderWindowDesc.videoMode = VideoMode(1280, 720);
  renderWindowDesc.title = "My App";
  renderWindowDesc.fullscreen = false;
	
  Application::startUp(renderWindowDesc, RenderSystemPlugin::DX11);
  Application::instance().runMainLoop();
  Application::shutDown();

Importing resources

  HMesh dragonModel = Importer::instance().import<Mesh>("Dragon.fbx");
  HTexture dragonTexture = Importer::instance().import<Texture>("Dragon.psd");

Adding and positioning a camera

  HSceneObject sceneCameraSO = SceneObject::create("SceneCamera");
  HCamera sceneCamera = sceneCameraSO->addComponent<Camera>(window);

  sceneCameraSO->setPosition(Vector3(40.0f, 30.0f, 230.0f));
  sceneCameraSO->lookAt(Vector3(0, 0, 0));

Adding an object for rendering

  HSceneObject dragonSO = SceneObject::create("Dragon");
  
  HRenderable renderable = dragonSO->addComponent<Renderable>();
  renderable->setMesh(dragonModel);
  renderable->setMaterial(dragonMaterial);

Adding GUI

  HSceneObject guiSO = SceneObject::create("GUI");
  HCamera guiCamera = guiSO->addComponent<Camera>(window);
  
  HGUIWidget gui = guiSO->addComponent<GUIWidget>(guiCamera->getViewport().get());
  GUIArea* guiArea = GUIArea::createStretchedXY(*gui, 0, 0, 0, 0);
  guiArea->getLayout().addElement(GUIButton::create(HString(L"Click me!")));
  guiArea->getLayout().addElement(GUIButton::create(HString(L"Click me too!")));

License

Banshee is offered completely free for personal or commercial use. Only requirement is that you include Banshee Logo in your application when using any part of Banshee. Read BansheeLicense.rtf included with the project for more details.

Author

Banshee is developed by Marko Pintera. I built the entire project from in my free time out of personal interest in game engine development, never having had the chance to do it professionally. As time went by it evolved into something more and it's now hard to believe how far the project has progressed since I started. With time (especially if community joins in) I hope we can build something that can rival true AAA projects.

I'd love to hear input from other developers, especially if it's positive! Contact me at [email protected] (antispam: flip gmail/com).