#3d #game-engine #engine #gamedev

Marko Pintera a3acfcc7d4 Modal window title bar works %!s(int64=11) %!d(string=hai) anos
BansheeCore a45a814ea7 Fixed modal windows so they stay in front even if new non-modal windows spawn %!s(int64=11) %!d(string=hai) anos
BansheeD3D11RenderSystem 6fe93f22f0 Refactoring platform specific code to be easier to find and to implement for other platforms %!s(int64=11) %!d(string=hai) anos
BansheeD3D9RenderSystem 6fe93f22f0 Refactoring platform specific code to be easier to find and to implement for other platforms %!s(int64=11) %!d(string=hai) anos
BansheeEditor a3acfcc7d4 Modal window title bar works %!s(int64=11) %!d(string=hai) anos
BansheeEditorExec eb4de059fc Advanced resource loading WIP stage 1 %!s(int64=11) %!d(string=hai) anos
BansheeEngine 3f3075d532 More work on modal windows & progress bar window %!s(int64=11) %!d(string=hai) anos
BansheeFBXImporter 34449b8bd8 GpuProgram refactor to comply with new CoreObject design %!s(int64=11) %!d(string=hai) anos
BansheeFontImporter 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
BansheeFreeImgImporter 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
BansheeGLRenderSystem 6fe93f22f0 Refactoring platform specific code to be easier to find and to implement for other platforms %!s(int64=11) %!d(string=hai) anos
BansheeMono 6bbe6114ce Many fixes to get assembly refresh working %!s(int64=11) %!d(string=hai) anos
BansheeOISInput 608f13044e Fixed handle line rendering so they're always in front %!s(int64=11) %!d(string=hai) anos
BansheeRenderer f33b14ebe1 Fixed lag between material updates when rendering GUI %!s(int64=11) %!d(string=hai) anos
BansheeUtility 2f7095dbd2 Improvements to SceneObject transform %!s(int64=11) %!d(string=hai) anos
ExampleProject eb4de059fc Advanced resource loading WIP stage 1 %!s(int64=11) %!d(string=hai) anos
License 5a6a6ca040 Added wild magic license %!s(int64=11) %!d(string=hai) anos
MBansheeEditor a3acfcc7d4 Modal window title bar works %!s(int64=11) %!d(string=hai) anos
MBansheeEngine 78590c7cbc WIP modal windows %!s(int64=11) %!d(string=hai) anos
SBansheeEditor 3f3075d532 More work on modal windows & progress bar window %!s(int64=11) %!d(string=hai) anos
SBansheeEngine ffaba68be1 Added C# wrappers for GUISlider, GUIProgressBar and GUILayoutExplicit %!s(int64=11) %!d(string=hai) anos
.gitignore cbacc12172 Removed a bunch of obsolete files, or files that shouldn't be versioned %!s(int64=11) %!d(string=hai) anos
BansheeEngine.sln d0c583e20c Refactored SceneManager so it properly registers all cameras and renderables %!s(int64=11) %!d(string=hai) anos
Dependencies.txt 6ea3180c2b Removed hardcoded DirectX SDK paths %!s(int64=11) %!d(string=hai) anos
Mono-3.2.3-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance %!s(int64=11) %!d(string=hai) anos
Mono-3.4.0-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance %!s(int64=11) %!d(string=hai) anos
Mono-3.8.0-IntegrationGuide.txt 24f99ac96e Various fixes in order to get handles operational %!s(int64=11) %!d(string=hai) anos
NVTTCompilationGuide.txt bfc32ed4b4 Tiny doc updates %!s(int64=11) %!d(string=hai) anos
README.md 570f09de12 Repositioned example GUI elements %!s(int64=11) %!d(string=hai) anos
TODO.txt 3f3075d532 More work on modal windows & progress bar window %!s(int64=11) %!d(string=hai) anos

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).