#3d #game-engine #engine #gamedev

Marko Pintera bfc32ed4b4 Tiny doc updates 11 years ago
BansheeCore aa6bcc7ef9 Various thread shutdown fixes: 11 years ago
BansheeD3D11RenderSystem 6ea3180c2b Removed hardcoded DirectX SDK paths 11 years ago
BansheeD3D9RenderSystem 6ea3180c2b Removed hardcoded DirectX SDK paths 11 years ago
BansheeEditor 8c5ffb497d Various fixes in order to get example model to render 11 years ago
BansheeEditorExec 72dc696f1c More documentation 11 years ago
BansheeEngine e7ed1249c1 Fix an issue when event was being deleted from its own callback 11 years ago
BansheeFBXImporter 82a6817efd FBX importer fixed and working 11 years ago
BansheeFontImporter 17afc600a7 Massive Cm->Bs file rename 11 years ago
BansheeFreeImgImporter 47b7a6fdfe Added documentation to example project 11 years ago
BansheeGLRenderSystem e918178f0e Added mip/format texture options 11 years ago
BansheeMono 17afc600a7 Massive Cm->Bs file rename 11 years ago
BansheeOISInput 25e7c861ca Limit mouse sampling to reduce jitter at extreme framerates 11 years ago
BansheeRenderer 2386b6c4cd Ensured meshes get properly released 11 years ago
BansheeSceneManager 97744d0baf A lot more renderer and proxy refactoring 11 years ago
BansheeUtility 615bc66f11 Fixed threading issues on shutdown in TaskScheduler (I think) 11 years ago
ExampleProject 271c3484cf Using Dragon model for example 11 years ago
License 82a6817efd FBX importer fixed and working 11 years ago
MBansheeEditor ae856ed0f4 WIP UndoRedo group system 11 years ago
MBansheeEngine 27d6c98bb2 Fixed various issues with Inspector element areas 11 years ago
SBansheeEditor 203fbc8fc6 Renamed all macros/methods starting with "cm" to "bs" 11 years ago
SBansheeEngine 17afc600a7 Massive Cm->Bs file rename 11 years ago
.gitignore cbacc12172 Removed a bunch of obsolete files, or files that shouldn't be versioned 11 years ago
BansheeEngine.sln f272125527 Release build compiles 11 years ago
CSharpWrap.txt 13f93f07b1 TabbedTitleBar no longer uses layout 12 years ago
Dependencies.txt 6ea3180c2b Removed hardcoded DirectX SDK paths 11 years ago
DrawHelper.txt 200d516c80 Added AABox debug draw rendering 12 years ago
EditorWindowDock.txt 053df91815 Better modal window test case 11 years ago
GameGUI.txt a0160383af More documentation 11 years ago
GameObjectSerialization.txt 42b20759ef Refactored Module startUp (does not compile because of a weird linker error ATM) 11 years ago
Inspector.txt 927fb6c3e5 More documentation 11 years ago
MonoIntegrationGuide.txt 8bfe4ef813 Ported to VS2013 and removed boost completely 11 years ago
NVTTCompilationGuide.txt bfc32ed4b4 Tiny doc updates 11 years ago
Notes.txt 6dc2337e53 Solved some more problems with freeing core objects on shutdown 11 years ago
Opts.txt 99f545b06f Added frame allocator 12 years ago
Polish.txt bfc32ed4b4 Tiny doc updates 11 years ago
ProjectLibrary.txt 942eb008db EditorWidgetManager 11 years ago
README.md 570f09de12 Repositioned example GUI elements 11 years ago
ResourceBundles.txt e51cbce52c Started work on scripting 12 years ago
SpriteTexture.txt c58b45571a Added managed HString 12 years ago
TODO.txt e918178f0e Added mip/format texture options 11 years ago
TODODoc.txt e918178f0e Added mip/format texture options 11 years ago
TreeView.txt 6824ae90d6 Added VirtualInput (still WIP but working) 12 years ago
UndoRedo.txt 88c83017de Started work on undo/redo system 12 years ago

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).