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Blade3D is the first all-in-one game development system designed from the ground up to take full advantage of the brand new Microsoft XNA platform. As well as the core engine that is designed to work on both Windows® XP and the XBox 360, Blade3D features a fully dynamic design time environment that allows you to see changes to all your game components, shaders and assets in real time.
Blade3D is not a port of an existing engine, it is a complete solution designed around the brand new XNA Framework. It is therefore completely shader based throughout and has no ties to a fixed function past. What’s more, unlike many engines that require you to modify the engine source, Blade3D takes a highly granular approach. You can choose to dip in and use whatever aspects you need and no more. Scenes you create in the development environment can be run standalone or exported as a components that you can call from your own code.
- Object-Oriented Design
- The core of Blade3D is a dynamic object model featuring on-the-fly type creation, serialization services, multiple-inheritance and a powerful subscription based notification system. This object model unifies every feature in the system allowing interaction between the various isolated sub-systems.
- The object model is fully scriptable and provides a rich API that allows many services to the application programmer. Properties can be set on multiple objects simultaneously, queries can be made to locate objects of a specified type, fields and base classes can be even be added and removed at run-time.
- Blade3D provides full support for scalable vector fonts. The development environment allows any Truetype fonts to be converted into light-weight geometry based glyph sets that can then be used in your scene. Proportional fonts and fonts that provide kerning information are also fully supported.
- The built-in font support in Blade3D makes it much easier to create compelling HUD interfaces. Vector fonts are scalable, able to be placed in a 3D environment and effects can be applied to them like any other geometry based object. As compared to regular bitmap fonts they are therefore more flexible and appropriate for content development.
- Environment Mapping
- Lens Flares
- Particle System
- Depth of Field
- Motion Blur
- By visually connecting components in the graph editor you can easily create stunning particle systems in a matter of minutes.
- Any object in the entire system can be used to control the properties of the particle effects. This means for example you can control the emission rate from collisions or input devices, collide the particles against scene geometry or trigger animations and sounds at various points during the effect.
- Out of the box Blade3D provides a great set of post-processing and special effect filters. Add amazing effects like motion blur, bloom or depth of field from the built-in library or use HLSL to create your own.
- Shadow Mapping Blade3D® provides a per light, tweakable full scene soft shadowing solution that is easy to use and efficient on current GPU’s.
- Bumpmapping After your model has been imported you can optionally change the textures and materials for each part of the model allowing you to create variations to the way the model appears.
- High Level Although Blade3D comes with a number of pre-canned shaders at some point you will want to modify or create your own effects. For this, the Blade3D development environment provides a great HLSL editor for editing your shader code. As with the script editor full syntax coloring and error highlighting are standard.
- Mesh Loading
- Skinning Models can be imported directly from the standard XNA file format (.xnb). Currently this means that both .FBX and .X files are supported as standard.
- With the built in scene designer you can quickly create the game world. Place models, lights, cameras and other scene items using convenient and familiar WYSIWYG manipulation tools.
- Once you have placed the objects you can modify properties such as scale, position and orientation. You can also change materials, attach behaviors or adjust other item specific attributes.
- Blade3D is artist friendly and provides a unique "gallery" based editing system similar in concept to the upcoming Microsoft Office 2007. With it you can quickly browse through palettes of materials, textures and more, seeing exactly how the changes might look in your scene prior to applying the change.
- Skeletal Animation
- Animation Blending
- Blade3D supports bone hierarchy based animation as a standard feature. Additionally, full GPU based vertex skinning is provided for compatible models.
- You can use the built-in animation mixer to create composite animations or split animations into multiple parts.
- Blade3D® includes a robust Quadtree based terrain engine that allows large areas to be rendered cheaply with full level of detail support.
- Adding terrain to your scene is simply a matter of specifying one or more height-field textures, choosing detail texture maps as needed and setting common properties such as fog color and distance. A default shader is provided for rendering but this is easy to replace if you have more specialized requirements.
- Blade3D provides a number of terrain oriented shaders. A good example is the material map shader. This shader allows you to specify a base texture (grass for example) and up to four detail textures such as rock, sand, gravel etc. Finally a control texture (material map) is used to determine the amount of blending for each of the detail textures. This allows cool effects like terrain that weathers over time or simulates the build-up of snow and rain.
- The terrain generator can also be used to simulate water effects. Combined with a particle system and render-to-texture you can create effects such as ripples and waves.
- Basic Physics
- Collision Detection
- Rigid Body
- Blade3D® provides a simple box based rigid body dynamics simulator to help bring additional life to your scene.
- Simulated properties include position and orientation, linear and angular momentum, friction and damping. Static forces such as gravity and collision geometry can easily be specified at the scene level.
Includes a level editor, particle system design surface, logic editor, and script editor.
- The built-in script editor has a familiar feel to Visual Studio® featuring syntax color highlighting, statement completion, parameter help, error and warning highlighting and more.
- The scripts themselves are written using regular C# and therefore have no performance penalty as compared with other code in your project. Scripts can be added to an individual object or to a whole class of objects. So, if for example you need all the Zombies in your scene to dance at the end of the level, you can use a class level behavior to achieve this efficiently.
- Blade3D provides a number of useful classes that allow your scripts to interact with scene items and other items in the object model. For example, functions to calculate the distance between objects, trigger animations or sound make common tasks much simpler.
|License Name||Price in $US||Source Code Included?||Additional information|
|License cost has not yet been determined, but will be affordable for hobbyists.|
Blade3D is Here
I have always wanted to make video games but for whatever reason I never had the time to learn. As time went on it seemed to get harder and harder to do.
Enter Blade3D! Although I still have a lot to learn I'm having a blast. The builds keep getting better and their support is very strong. Go to their site and poke around, maybe download the latest build and you might also feel obliged to come back here and support the program and the people behind it. Peace and love to all, now lets blow some sh*t up!
Blade3d packs a punch or ten
Blade3d is the first 3d engine to be released for both windows xp/vista and xbox360 and is created by a top team of talented programmers aimed at proffesional indies through to hobbyist's and beginers too.
The GUI looks great. it looks very easy on the eye whislt hiding away a plethora of sofisticated settings in a nice scrollable window at the right side of the screen
I personally like this feel,
being a music producer and novice programmer i am sick of cluttered screen's and as a novice programmer Micrsofts C# express/XNA is a big learning curve for making games so i'll let Digini build The engine and i'll make some games.
OPEN TO FEATURE SUGGESTION'S
Digini are really open to user suggestion and MAY even have plans(in the distant future) for a version purely deployed and running for the Xbox360 so solving the problem of crap gfx chips (intel) and even the need for a PC altogether(can't wait!). genuine suggestions are well recieved.
SUPPORT IS TOP NOTCH
Basically my graphics card was inadequate (intel 9xx) i posted on the Blade3d forum and Blades3d's lead developer came straight back to me and others within a day,
promising to help. They did.
They got it to run on my crappy gfx chip (intel 9xx) but the gfx chip was so crap it still couldn't use blade3d properly, however i could see the gui and read the online help files, which i once couldn't. (nice try Digini). anyway i bought a new gfx card(today) after waiting since release day 1 of the beta test. So i needed a licence to run Blade3D because my new GFX machine is offline so can't connect to their server for online authorisation. again within a day i had a license from another member of the dev team(who's now an msn contact after my gfx problem. by the way i'm a total programming novice, They are really Nice people at Digini :). The one thing i can say is these guys are rocksolid on the support front.
AS MY CURVES GET SMALLER
I can only conclude this far that i am well impressed with digini and Blade3d i have yet to go through the tutorials, but i will, and i'll become a power user with this, just like i am with music production software and hardware i even managed to get some local 3D artist's together because of blade3d's video's. i've looked at most engines i can find online in many different langauges and never enjoyed or looked forward to reading/writing massive pages of source code i've now got enough c# under my belt to learn the XNA Magic
The games should be coming soon, if i can learn blade3d and thankfully i believe i can.