#3d #game-engine #engine #gamedev

Marko Pintera 38b79673f7 Modified GameObject serialization so it doesn't require manual calls to GameObjectManager 11 éve
BansheeCore 38b79673f7 Modified GameObject serialization so it doesn't require manual calls to GameObjectManager 11 éve
BansheeD3D11RenderSystem 6ea3180c2b Removed hardcoded DirectX SDK paths 11 éve
BansheeD3D9RenderSystem 6ea3180c2b Removed hardcoded DirectX SDK paths 11 éve
BansheeEditor 4ee72a455c ProjectLibrary::create added and working 11 éve
BansheeEditorExec 72dc696f1c More documentation 11 éve
BansheeEngine b0236b0eb1 Added support for GUI sub-styles 11 éve
BansheeFBXImporter c449f37a13 Added ability to set up custom meta-data per resource 11 éve
BansheeFontImporter c449f37a13 Added ability to set up custom meta-data per resource 11 éve
BansheeFreeImgImporter c449f37a13 Added ability to set up custom meta-data per resource 11 éve
BansheeGLRenderSystem e918178f0e Added mip/format texture options 11 éve
BansheeMono 4ee72a455c ProjectLibrary::create added and working 11 éve
BansheeOISInput 25e7c861ca Limit mouse sampling to reduce jitter at extreme framerates 11 éve
BansheeRenderer 2386b6c4cd Ensured meshes get properly released 11 éve
BansheeSceneManager 97744d0baf A lot more renderer and proxy refactoring 11 éve
BansheeUtility 4ee72a455c ProjectLibrary::create added and working 11 éve
ExampleProject 271c3484cf Using Dragon model for example 11 éve
License 4c40536bdd Foldout has label 11 éve
MBansheeEditor 38b79673f7 Modified GameObject serialization so it doesn't require manual calls to GameObjectManager 11 éve
MBansheeEngine 38b79673f7 Modified GameObject serialization so it doesn't require manual calls to GameObjectManager 11 éve
SBansheeEditor 0ca3bc9a98 ManagedResource saving/loading mostly finished but untested 11 éve
SBansheeEngine 4ee72a455c ProjectLibrary::create added and working 11 éve
.gitignore cbacc12172 Removed a bunch of obsolete files, or files that shouldn't be versioned 11 éve
BansheeEngine.sln f272125527 Release build compiles 11 éve
CSharpWrap.txt 13f93f07b1 TabbedTitleBar no longer uses layout 12 éve
Dependencies.txt 6ea3180c2b Removed hardcoded DirectX SDK paths 11 éve
DrawHelper.txt 200d516c80 Added AABox debug draw rendering 12 éve
EditorWindowDock.txt 053df91815 Better modal window test case 11 éve
GameGUI.txt a0160383af More documentation 11 éve
GameObjectSerialization.txt 42b20759ef Refactored Module startUp (does not compile because of a weird linker error ATM) 11 éve
Inspector.txt 4ee72a455c ProjectLibrary::create added and working 11 éve
MonoIntegrationGuide.txt 8bfe4ef813 Ported to VS2013 and removed boost completely 11 éve
NVTTCompilationGuide.txt bfc32ed4b4 Tiny doc updates 11 éve
Notes.txt 7094b00be0 A way to calculate optimal and actual GUI element bounds immediately (without waiting for layout update) 11 éve
Opts.txt 99f545b06f Added frame allocator 12 éve
Polish.txt 13ddd28328 Fixed inspector GUI foldout positioning somewhat 11 éve
ProjectLibrary.txt 942eb008db EditorWidgetManager 11 éve
README.md 570f09de12 Repositioned example GUI elements 11 éve
ResourceBundles.txt e51cbce52c Started work on scripting 12 éve
SpriteTexture.txt c58b45571a Added managed HString 12 éve
TODO.txt e918178f0e Added mip/format texture options 11 éve
TODODoc.txt e918178f0e Added mip/format texture options 11 éve
TreeView.txt 6824ae90d6 Added VirtualInput (still WIP but working) 12 éve
UndoRedo.txt 88c83017de Started work on undo/redo system 12 éve

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)

  • 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
    • 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
    • Automatch batching
    • Support for texture atlases
    • Localization
  • 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)

  • C# scripting support (in development, coming soon)
  • Multi-purpose and extensible editor (in development, coming soon)
  • High quality renderer
  • Physics system integration
  • Audio system integration
  • Video system integration
  • Networking system integration
  • Animation
  • GUI animation

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).