#3d #game-engine #engine #gamedev

BearishSun 2be3578d8a Added compute dispatch to OpenGL and DX11 9 年 前
BansheeCore 2be3578d8a Added compute dispatch to OpenGL and DX11 9 年 前
BansheeD3D11RenderAPI 2be3578d8a Added compute dispatch to OpenGL and DX11 9 年 前
BansheeD3D9RenderAPI 2be3578d8a Added compute dispatch to OpenGL and DX11 9 年 前
BansheeEditor fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeEditorExec c07cde04d7 Getting OpenGL renderer back to working order 10 年 前
BansheeEngine fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeFBXImporter fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeFontImporter fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeFreeImgImporter fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeGLRenderAPI 2be3578d8a Added compute dispatch to OpenGL and DX11 9 年 前
BansheeMono fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeOISInput fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheePhysX 97fbe2c69b Finished remaining physics documentation 9 年 前
BansheeSL fcc09bfdd3 More work on getting documentation ready for doxygen generation 9 年 前
BansheeUtility 94133c3a15 Added aligned allocation to the frame allocator 9 年 前
Documentation 1cc79b5688 Added C# Rigidbody wrapper 9 年 前
ExampleProject 28fb656cfc Adding .user files containing working path 10 年 前
Game a77ece41a1 Added resource mapping so that resources in standalone build can be loaded by using project library relative paths 10 年 前
License 13a4ef7706 Changing license to LGPL 10 年 前
MBansheeEditor e96694c328 Added an option to import a collision mesh to mesh import 10 年 前
MBansheeEngine a44c3813ab Added managed interop objects for physics joints 9 年 前
RenderBeast 2be3578d8a Added compute dispatch to OpenGL and DX11 9 年 前
SBansheeEditor e96694c328 Added an option to import a collision mesh to mesh import 10 年 前
SBansheeEngine a44c3813ab Added managed interop objects for physics joints 9 年 前
Scripts 68bf4f12b4 Drag and drop into empty hierarchy now works 10 年 前
.gitignore 28fb656cfc Adding .user files containing working path 10 年 前
BansheeEngine.sln a60f238c6c Started work on Colliders and Rigidbodies 10 年 前
BansheeEngine.sln.DotSettings.user 28fb656cfc Adding .user files containing working path 10 年 前
Doxyfile 85757f8d40 Fixing position reconstruction for deferred shaders so it works properly on both OpenGL and DX11 9 年 前
README.md 371bf0b9e9 Added Collider script interop objects 9 年 前

README.md

What is Banshee?

A high quality modern game development toolkit. It provides a high performance multi-threaded game engine written in C++14 that runs 2D and 3D games. The engine offers a wide variety of high level systems needed for game development, ranging from math and utility libraries, to DirectX 11 and OpenGL support all the way to input, GUI, physics, scripting and support for many popular resource formats (e.g. FBX, PNG, PSD, TTF).

On top of the engine Banshee also provides a highly intuitive and customizable editor that is easy to use by artists, designers and programmers alike. The editor allows you to manage all your project's assets, build levels, compile scripts, test and publish your game. Editor is also fully extensible via scripting to ensure developers can easily customize it for their own needs.

The scripting system supports C# and comes with an extensive API ensuring you can complete your game without ever touching the C++ engine core. C# scripting makes your development easier by giving you access to the entire .NET library and a wide variety of pre-existing managed libraries. Integration of the scripting system with the editor and external tools like Visual Studio, as well as fast compilation times ensures that iteration times between coding and testing are minimized.

Aside from being a fully featured game engine and toolkit, Banshee also aims to provide a high quality codebase foundation for future technologies, so others may build and improve upon it. This is reflected in Banshee's architecture which is split into multiple layers allowing developers to use only the functionality they needed, as well as its plugin oriented approach which allows developers to fully remove or replace major engine systems with minimal hassle. You will find that Banshee's code is modern, with clean interfaces that make it easy to learn and maintain. Platform specific functionality is kept at a minimum making porting as easy as possible. Additionally an extensive API reference, for both internals and user-facing code is provided with a full documentation of every non-trivial class and method, as well as a set of manuals introducing you to most major systems.

Learn more

Media

Banshee Editor

Editor video overview

About

Banshee was created and is developed by Marko Pintera. It started as a hobby project where I wanted to create a high quality codebase I can use for my own game projects, as well as learn something new along the way. Eventually it evolved into something bigger and I decided to share it with the world. It's still a work in progress but it's slowly closing in towards the first stable release.

I'm happy to connect with other developers, so feel free to contact me at e-mail or add me on LinkedIn.