#3d #game-engine #engine #gamedev

Marko Pintera fbb6f3980f WIP ProjectWindow rename & delete 10 rokov pred
BansheeCore 53ff33bd57 Fixed drag and drop so that mouse capture change event doesn't incorrectly fire before the mouse up event, prematurely stopping the drop action 10 rokov pred
BansheeD3D11RenderSystem 2ebccea148 Delay showing render windows until the first framebuffer swap in order to avoid the black screen 10 rokov pred
BansheeD3D9RenderSystem 2ebccea148 Delay showing render windows until the first framebuffer swap in order to avoid the black screen 10 rokov pred
BansheeEditor 401f7c96bf Added import scale to fix importer 10 rokov pred
BansheeEditorExec 43c78bc4d0 WIP shader includes 10 rokov pred
BansheeEngine 53ff33bd57 Fixed drag and drop so that mouse capture change event doesn't incorrectly fire before the mouse up event, prematurely stopping the drop action 10 rokov pred
BansheeFBXImporter 401f7c96bf Added import scale to fix importer 10 rokov pred
BansheeFontImporter 1b1895f796 WIP VisualStudio project syncing 10 rokov pred
BansheeFreeImgImporter 42f50ced62 Added C# Renderable and Mesh interfaces 10 rokov pred
BansheeGLRenderSystem 2ebccea148 Delay showing render windows until the first framebuffer swap in order to avoid the black screen 10 rokov pred
BansheeMono 7798f0d4a7 Various ProjectWindow fixes, mostly relating to drag and drop functionality 10 rokov pred
BansheeOISInput ae583e1ac5 WIP C# DragDropManager 10 rokov pred
BansheeRenderer 00753da319 Fixed managed Renderable and Camera handlers so they are properly destroyed 10 rokov pred
BansheeSL ecfe9ff397 Project library dependant resource import (untested) 10 rokov pred
BansheeUtility 821669e443 Fixed clip() method so that it will also keep origin coordinates clipped 10 rokov pred
ExampleProject 65cdd2a30a Removed all uses of GUIArea (WIP) 10 rokov pred
License d3e33e24e0 Added mesh drag and drop to scene view (WIP) 10 rokov pred
MBansheeEditor fbb6f3980f WIP ProjectWindow rename & delete 10 rokov pred
MBansheeEngine fbb6f3980f WIP ProjectWindow rename & delete 10 rokov pred
SBansheeEditor d3e33e24e0 Added mesh drag and drop to scene view (WIP) 10 rokov pred
SBansheeEngine fbb6f3980f WIP ProjectWindow rename & delete 10 rokov pred
.gitignore cbacc12172 Removed a bunch of obsolete files, or files that shouldn't be versioned 11 rokov pred
BansheeEngine.sln baf74e865e Fixing various GUI issues to get it back to working state after the recent refactors 10 rokov pred
Dependencies.txt cc3a687a46 Initial work on Banshee Shading Language 10 rokov pred
Mono-3.2.3-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance 11 rokov pred
Mono-3.4.0-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance 11 rokov pred
Mono-3.8.0-IntegrationGuide.txt 24f99ac96e Various fixes in order to get handles operational 11 rokov pred
NVTTCompilationGuide.txt bfc32ed4b4 Tiny doc updates 11 rokov pred
README.md 7798f0d4a7 Various ProjectWindow fixes, mostly relating to drag and drop functionality 10 rokov pred
TODO.txt fbb6f3980f WIP ProjectWindow rename & delete 10 rokov pred
TODOExperimentation.txt a643070792 Refactored and improved FBX importer 10 rokov pred

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)

  • Editor

    • Asset management
    • Simple drag and drop import
    • Automatic reimport of externally modified assets
    • Asset modifications immediately reflected in-game
    • Version control friendly format
    • Powerful object inspector
    • Automatic GUI for script objects
    • Exposes properties for artists/designers
    • Customizable per-type
    • Level creation
    • Simple drag and drop interface
    • Traditional set of tools
    • Custom 2D and 3D tool support
    • Play in editor
    • Compile in editor
    • Immediately test changes
    • Fully extensible for game-specific needs
    • Custom editor windows, tool handles and more
    • Game publishing
    • One click build process
    • Customizable GUI
    • Dockable layout and floating windows
    • Skinnable and localizable
  • Core

    • 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
    • Scripting
    • C# via Mono
    • Great performance, safe code, fast compile and iteration times
    • Full access to .NET framework
    • High level C# engine API
    • Editor-only C# API for editor extensions
    • Support for Visual Studio
    • 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)

  • 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).