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10. May 2016


This is one of those projects that just impresses the hell out of me.  I first covered it back in January when v0.2 was released.  Banshee Engine is a complete 2D/3D game engine and editor, written using C++ 14, but with a managed C# layer available.  The part that boggles my mind is this is the project of one man as far as I can tell.  I have downloaded the most recent version and will be playing around with it over the next few days.  Anyways, back to the v0.3 released.  It was just recently announced in this reddit thread:


New Features

  • PhysX integration, with support for colliders, rigidbodies, triggers, joints and scene queries. Full access to the physics interface is provided by the scripting API, as well as integrated into the editor. The physics sub-system was also designed to be extensible, so you can easily add plugins for other middleware like Havok or Bullet without having to modify the user-facing interfaces.

  • Improvements to the renderer, including HDR rendering, filmic tone mapping and gamma correct rendering.

  • HTML documentation for both native and managed parts of the engine.

  • Clang compilation and CMake build in preparation for Mac/Linux ports.

The engine is still a work in progress but I think it's coming along nicely. I’ll be adding a lot more throughout the coming months, including Vulkan support, physically based rendering and Mac/Linux ports, and a lot more after that.

If any of this sounds interesting, find out more on GitHub. If you like what you see consider spreading the word by linking the project to your friends, or contributing.


For those interested in checking out the engine, here’s a more complete list of engine features:


  • Quality design
    • Modern code using C++14
    • Clean layered design Banshee Editor
    • Fully documented
    • Modular & plugin based
    • Minimal third-party dependencies
    • Multiplatform ready
  • Renderer
    • DX9, DX11 and OpenGL 4.3 render systems
    • Multi-threaded rendering
    • Powerful material system
      • BansheeFX language for material definitions
      • Shader parsing for HLSL9, HLSL11 and GLSL
  • Asset pipeline
    • Asynchronous resource loading
    • Extensible importer system
    • Available importer plugins for:
      • FBX, OBJ, DAE meshes
      • PNG, PSD, BMP, JPG, ... images
      • OTF, TTF fonts
      • HLSL9, HLSL11, GLSL shaders
  • GUI system
    • Unicode text rendering and input
    • Easy to use layout based system
    • Many common GUI controls
    • Fully skinnable
    • Automatic batching for fast rendering
    • Supports texture atlases
    • Supports arbitrary 3D transformations
    • Localization support (string tables)
  • Input
    • Mouse/keyboard/gamepad support
    • Provides both raw and OS input
    • Virtual input with built-in key mapping
    • Virtual axes for analog input devices
  • Physics
    • Implemented using NVIDIA PhysX
    • Multi-threaded for best performance
    • Abstract plugin interface extensible for other physics implementations (e.g. Havok, Bullet)
    • Supported features
      • Colliders (Box, Sphere, Capsule, Mesh)
      • Triggers
      • Rigidbody
      • Character controller
      • Joints (Fixed, Distance, Hinge, Spherical, Slider, D6)
      • Scene queries
      • Collision filtering
      • Discrete or continuous collision detection
  • Scripting
    • C# 6.0
    • Separate high level engine API
    • Integrated runtime for maximum performance
    • Full access to .NET framework
    • Integration with Visual Studio
    • Automatic serialization
      • Works with custom components, resources or arbitrary types
      • Save/load data with no additional code
      • Handles complex types (e.g. array, list, dictionary) and references
      • Fast and small memory footprint
  • Other
    • CPU & GPU profiler
    • Advanced run-time type information for C++ code
      • Iterate over class fields, safely cast objects, clone objects, detect base types
      • Find references to specific objects (e.g. all resources used in a scene)
      • Serialize/deserialize with no additional code and with automatic versioning
      • Generate diffs
    • Utility library
      • Math
      • File system
      • Events
      • Thread pool
      • Task scheduler
      • Logging
      • Debug drawing
      • Crash reporting
      • Unit testing
      • Custom memory allocators


  • Asset management
    • Simple drag and drop import for many popular formats
    • Automatic reimport of externally modified assets (e.g. modify a shader, see changes in editor right away)
    • Asset modifications immediately reflected in-game (resource hot-swap)
    • Version control friendly format
  • Powerful object inspector
    • Exposes script object properties for artists/designers
    • Automatically generated GUI for custom classes
    • Customize visible elements via attributes or create GUI manually
  • Level creation
    • Simple drag and drop interface
    • Traditional set of tools (Move/Scale/Rotate/Select, etc.)
    • Interface for creating custom 2D and 3D tools
  • Prefab system
    • Save parts or entire levels as prefabs so they may be re-used later
    • Separate larger levels into smaller prefabs for easier loading
    • Reduce conflicts when multiple people are working on the same level
    • Customize individual prefab instances without breaking the prefab link
    • Supports nesting and complex hierarchies to ensure maintaining complex levels is easy
  • Play in editor
    • Compile all scripts within editor
    • Scripts and data transparently reloaded after compilation so changes may be tested immediately
    • Pause and frame-step to better test and debug your game
    • Analyze and modify scene while playing
  • Fully extensible
    • Specialized scripting API only for editor extensions
    • Easy to use without needing to know about engine internals
    • Extend almost anything. Create:
      • Custom editor windows
      • Custom object inspectors
      • Custom 2D/3D tools
      • Code for automating common tasks
  • Game publishing
    • Build a game ready for distribution from within the editor
    • One click build process, just choose a platform and build
    • Automatically detects only the required resources to minimize build size
    • Automatically packages and outputs an executable
  • Customizable frontend
    • Dockable layout and floating windows
    • Custom GUI skin & localization support

GameDev News ,

10. May 2016


Shiva is a 3D game engine with a full WYSIWYG editor that is programmed using the Lua language with the option of creating plugins using C++.  Shiva 2.0 has been in beta development for quite some time now and they just released timagehe most recent update, Beta 6.


Beta 6 brings several new features to the engine:


New Modules

Our module list continues to grow, and this release is no different. We have added many smaller supplementary modules such as SoundBank, AnimBank, PixelMap, RenderMap and Texture editors, waveform displays for Sounds and Music, as well as a Mesh viewer. The two main stars for this release however are the Particle and Trail modules, which allow you to create and modify particle-based effects and polygon-based trails respectively.


Engine Updates

xbox-one-logo-600x300Beta 6 includes important engine updates such as the recompiled SSL/Crypto library, which is now mandatory since Google cut support for Play Store apps using older and potentially insecure versions. In the wake of Microsoft's push for a unified Windows platform (UWP), we have also expanded our WinRT target to include libraries for Visual Studio 2015 Update 2 and Windows 10. This has very interesting implications for the future, as it will open up the doors for a very low cost entry to all Microsoft platforms including Desktops, Phones and most importantly XBox One. A Proof of Concept video on XBox One development with these new ShiVa libraries will follow in the coming weeks.



VR support

SteamVR3We have also been working on SteamVR/VIVE support for ShiVa 2.0. A first beta plugin for the system is freely available from the ShiVa3DStore. If you have such a device at home or in your studio, we would be very curious to hear how it performs for you and listen to your suggestions on how to improve it!



Visual updates

Along with the new modules, we have reworked some of the editor visuals such as the main icon sets, layouts, code markup colors and gizmo visualization. Please let us know what you think of these changes!


You can read more about this release here.

GameDev News

9. May 2016


Krita is a powerful open source 2D graphics package that’s targeted at digital painting instead of image manipulation.  They have just launched another Kickstarter campaign looking to raise funds to improve vector and text capabilities.  From the announcement:

Now is the time to join us and make it possible to create an awesome text tool, one that is really suitable to what you need text for in Krita: real typographic and artistic control, support for various languages, for translations, for scripts from all over the world. One integrated text tool that is easy to use, puts you in control and can be extended over the years with new features.

The second topic is vector graphics. It’s related to the text tool, since both are vector layer features. Currently, our vector graphics are defined in the OpenDocument Graphics format, which is fine for office applications, but not great for artwork. There’s already a start for supporting the SVG standard instead, and now’s the time to finish the job! And once we’re SVG to the core, we can start improving the usability of the vector tools themselves, which also suffer from having been designed to work in a word processor, spreadsheet or presentation application. Now that Krita is no longer part of a suite of office applications, we can really focus on making all the tools suitable for artists! Let’s make working with vector art great!


The pitch video for 2016 is available below

GameDev News

8. May 2016


The following is a recap of major events in the world of game development for the week ending April 17th, 2016.  I do a weekly video recapping the news available here with this week’s video embedded below.  This post is a collection of links mentioned in the recap.



The Video

GameDev News

7. May 2016


Tiled is a popular open source 2D map editor.  If you are interested in learning more, I did a comprehensive tutorial series available here.   They just released version 0.16.1.  This release is mostly just a bug fix release to fix an auto update bug from an earlier release.


Details from this release:

Today I noticed that the Windows packages for Tiled 0.16.020 did not actually have the auto-updater enabled. This bugfix release resolves that issue as well as fixing several small issues. It also includes an updated Turkish translation and a Norwegian Bokmål translation was added.

  • Fixed auto-updater not enabled for Windows release (f2bb1725)
  • Fixed saving of object IDs assigned to tile collision shapes (#1052)
  • Fixed crash when pressing Backspace with Custom Properties section selected (#1245)
  • Fixed crash on exit when leaving the Tile Collision Editor open (#1253)
  • Added Norwegian Bokmål translation (by Peter André Johansen, #1261)
  • Updated Turkish translation (#1254)

Download Tiled 0.16.190 through


You can download Tiled here.

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