#3d #game-engine #engine #gamedev

BearishSun ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
BansheeCore ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
BansheeD3D11RenderAPI 1583b110f5 Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object 10 år sedan
BansheeD3D9RenderAPI ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
BansheeEditor 4880925653 Selecting a scene object that was just created is now properly visible in the scene tree view 10 år sedan
BansheeEditorExec ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
BansheeEngine ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
BansheeFBXImporter 2c35a0c825 Removed all the unused allocators 10 år sedan
BansheeFontImporter 098f8865e1 Font C# interface 10 år sedan
BansheeFreeImgImporter 2c35a0c825 Removed all the unused allocators 10 år sedan
BansheeGLRenderAPI 71598ef68e Add "transparent" flag to shaders 10 år sedan
BansheeMono e99b926919 Added multi-select list boxes (untested) 10 år sedan
BansheeOISInput 2c35a0c825 Removed all the unused allocators 10 år sedan
BansheeSL e1eaa8bfe2 Modified managed assembly loading so it's possible to reload it on project reload 10 år sedan
BansheeUtility ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
ExampleProject e99b926919 Added multi-select list boxes (untested) 10 år sedan
License 2536cc0898 Moving the data folder next to /bin so it makes sense when editor installation is available 10 år sedan
MBansheeEditor 1091551099 Added enable/disable functionality for GUI elements (WIP) 10 år sedan
MBansheeEngine 1091551099 Added enable/disable functionality for GUI elements (WIP) 10 år sedan
RenderBeast 0a188aad0b When sycing core changes sync dependencies before dependants (WIP - Broke rendering) 10 år sedan
SBansheeEditor 1e4cc33626 Refactored GUIElement visibility flag in preparation for enabled/disabled flag 10 år sedan
SBansheeEngine 778de71b66 Reverting game object finalizer fix as another solution is needed 10 år sedan
.gitignore f7bee46516 Mis-typed icon size 10 år sedan
BansheeEngine.sln e1eaa8bfe2 Modified managed assembly loading so it's possible to reload it on project reload 10 år sedan
Dependencies.txt b489b88a5a Fixed a GUI layout squishing issue that was caused by GUI panels not having their minimal layout size calculated 10 år sedan
Mono-3.2.3-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance 11 år sedan
Mono-3.4.0-IntegrationGuide.txt ed1d293920 Fix for an issue causing a nullref when releasing a managed instance 11 år sedan
Mono-3.8.0-IntegrationGuide.txt 24f99ac96e Various fixes in order to get handles operational 11 år sedan
NVTTCompilationGuide.txt bfc32ed4b4 Tiny doc updates 11 år sedan
README.md 2116ef0d9f Added a simpler way to specify renderer materials 10 år sedan
TODO.txt ffc68fb6e0 Fix for GUI element enable/disable functionality not properly updating layout after changes 10 år sedan
TODOExperimentation.txt 0a188aad0b When sycing core changes sync dependencies before dependants (WIP - Broke rendering) 10 år sedan

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 from GitHub and additionally you will need dependencies 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

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
    • Prefab system
    • Pre-built templates for level design
    • Easy to create and maintain complex levels
    • Hierarchical prefabs and instance specialization
    • Play in editor
    • Compile in editor
    • Immediately test changes
    • Pause and frame-step
    • Analyze and modify scene while playing
    • Fully extensible for game-specific needs
    • Easy to extend using scripting
    • Comprehensive extension scripting API
    • Extend almost anything
      • Editor windows
      • Object inspectors
      • 2D/3D tools
      • Automate common tasks
    • Game publishing
    • One click build process
    • Automatically detect required resources
    • Automatically package and output an executable
    • Customizable frontend
    • Dockable layout and floating windows
    • Custom skin & localization support
  • 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
      • BansheeFX language for material definitions
      • 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
    • Automatic batching
    • Support for texture atlases
    • Localization
    • Scripting
    • C# via Mono
    • Separate high level engine API
    • Integrated runtime for maximum performance
    • Full access to .NET framework
    • Integration with Visual Studio
    • Automatic serialization
      • Custom components
      • Custom resources
      • No additional code
      • Handles complex types and references
    • 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)

  • DirectX 12/Vulkan support
  • High quality renderer
  • Physics system integration
  • Audio system integration
  • Video system integration
  • Networking system integration
  • Animation
  • Mac & Linux support

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 under the General Public License v3 (GPL v3). Read BansheeLicense.txt included in the License sub-directory for full license text. Licenses and credits for used third-party libraries and tools are included in the same directory.

Author

Banshee is developed by Marko Pintera. I've been a professional game developer for the last five years working on various mid-sized titles. My interests lie in engine and graphics development which I spend most of my free time on.

Contact me at [email protected] (antispam: flip gmail/com).