#3d #game-engine #engine #gamedev

BearishSun 3fbb44bcda Fixing links, making readme less bare 9 years ago
BansheeCore 01d4129fc7 Added a per-collider raycast query 9 years ago
BansheeD3D11RenderAPI 5ce5f5d41c Added Box/Sphere/Plane/Capsule colliders and general collider implementation 10 years ago
BansheeD3D9RenderAPI 28fb656cfc Adding .user files containing working path 10 years ago
BansheeEditor 9ca3da4d44 More work on improving documentation for Doxygen generation 10 years ago
BansheeEditorExec c07cde04d7 Getting OpenGL renderer back to working order 10 years ago
BansheeEngine f1ad138e54 Fixing directional light rendering for OpenGL 9 years ago
BansheeFBXImporter e96694c328 Added an option to import a collision mesh to mesh import 10 years ago
BansheeFontImporter 28fb656cfc Adding .user files containing working path 10 years ago
BansheeFreeImgImporter 28fb656cfc Adding .user files containing working path 10 years ago
BansheeGLRenderAPI 7906a236f8 OpenGL now uses clockwise front faces same as dx9/dx11 9 years ago
BansheeMono e7cfefe9ee Added copyright notices to all files 10 years ago
BansheeOISInput 28fb656cfc Adding .user files containing working path 10 years ago
BansheePhysX 01d4129fc7 Added a per-collider raycast query 9 years ago
BansheeSL c07cde04d7 Getting OpenGL renderer back to working order 10 years ago
BansheeUtility 94133c3a15 Added aligned allocation to the frame allocator 9 years ago
Documentation 3fbb44bcda Fixing links, making readme less bare 9 years ago
ExampleProject 28fb656cfc Adding .user files containing working path 10 years ago
Game a77ece41a1 Added resource mapping so that resources in standalone build can be loaded by using project library relative paths 10 years ago
License 13a4ef7706 Changing license to LGPL 10 years ago
MBansheeEditor e96694c328 Added an option to import a collision mesh to mesh import 10 years ago
MBansheeEngine f1ad138e54 Fixing directional light rendering for OpenGL 9 years ago
RenderBeast 85757f8d40 Fixing position reconstruction for deferred shaders so it works properly on both OpenGL and DX11 9 years ago
SBansheeEditor e96694c328 Added an option to import a collision mesh to mesh import 10 years ago
SBansheeEngine 85757f8d40 Fixing position reconstruction for deferred shaders so it works properly on both OpenGL and DX11 9 years ago
Scripts 68bf4f12b4 Drag and drop into empty hierarchy now works 10 years ago
.gitignore 28fb656cfc Adding .user files containing working path 10 years ago
BansheeEngine.sln a60f238c6c Started work on Colliders and Rigidbodies 10 years ago
BansheeEngine.sln.DotSettings.user 28fb656cfc Adding .user files containing working path 10 years ago
Doxyfile 85757f8d40 Fixing position reconstruction for deferred shaders so it works properly on both OpenGL and DX11 9 years ago
README.md 3fbb44bcda Fixing links, making readme less bare 9 years ago

README.md

BansheeEngine

A modern open-source game development toolkit. It aims to provide simple yet powerful environment for creating 3D/2D 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, physics, GUI, fully featured editor and C# scripting.

For game developers Banshee aims to provide a complete set of tools and APIs needed to make a game from start to finish. It provides a highly intuitive and customizable editor that is easy to use by artists, designers and programmers alike, supporting development stages from asset management, scene building, scripting to game publishing. 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 specially developed scripting API so you may customize it for exact needs of your project.

For engine developers it aims to provide a high quality foundation to build and improve upon. Banshee runs on a powerful multi-threaded C++14 core created to take advantage of all resources modern hardware can offer. Built from ground up 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. All this combined makes Banshee a great platform to build upon, for developing higher level systems like editor tools, core enhancements like new rendering techniques and platform ports, all the way to creating fully specialized toolsets that fit your team's needs exactly.

Banshee Editor

Editor video overview

Learn more

About

Banshee was created and is developed by Marko Pintera. Its primary goal to provide an extremely intuitive interface for developing games, while having high quality graphics, with optimized and fast code. Another major goal is to design an engine that is truly extensible so others can easily learn and modify it, as well as use it as a basis for their own engines and other projects. For that reason a special care has been taken to design it neatly with no shortcuts and to fully document the code.

This project was born as a dream to create a game engine on my own. I wanted primarily to learn about every aspect of engine development and to create a quality codebase I can use for my own game projects. Eventually it evolved into something bigger and I decided to share it with the world. It's still a work in progress but I believe its moving towards being something pretty great!

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