Esenthel Engine
Website:
http://www.esenthel.com
Developer:
Grzegorz Slazinski
Launched:
Not specified
Status:
Active
Supported Platforms:
Windows, Mac OS X, iOS, Google Android
Languages Written In:
C/C++, Assembly
Languages Supported:
C/C++, Obj-C, Assembly, Proprietary
Graphics APIs:
OpenGL, DirectX
Rating:
(47 reviews)
- Overview
- User Reviews
Esenthel Engine is a complete game development suit allowing to create fully featured AAA titles. It has been specifically designed for professional game development, which has been achieved by giving the developers full control over the game code mechanics, next generation graphics and a rich toolset drastically simplifying the game development process. While mainly targeted for the professional market, the engine is easy enough that it can also be used by independent teams or small companies with no prior game development experience.
- Screenshots
- Videos
Supported Features
General
- Object-Oriented Design
- Save/Load System
- Streaming of "Unlimited" Sized Worlds
- Automatic loading, unloading, updating and rendering of Terrain and Objects
- Objects with custom class and set of parameters
- References between objects
- Instant Pathfinding even between distant areas
- Waypoints with custom looping modes (Single, Loop, Ping-Pong)
- Built in classes for objects: Static, Doors, Items, Characters, Lights
- Raytracing
- Raycasting
- Deferred Shading
- Render-to-Texture
- Fonts
- GUI
- 3 Renderers - Simple, Forward Rendering, Deferred Rendering
- Anti-Aliasing - Multi Sampling, Super Sampling
- Color Operations - RGB <-> HSB (Hue, Saturation, Bightness) Conversions, Opacity, Inverse, Adding, Lerping
- Screen Color Transformations
- Gamma Calibration
- 4:3, 5:4, 16:9, 16:10 or custom Screen Aspect support
- Shader Model 2.0, 3.0 supported
- Vertex Buffering for simple graphics drawing (Images, Gui Elements, Geometry Objects, ...)
- Screen Synchronization
- Windowed / Fullscreen
- Taking Screenshots
- Custom Font Creation
- Shadowed Font Drawing
- Fonts in Any Language (Unicode support)
- Point, Directional and Cone Lights
- Dynamic Lightmaps
- Occlusion Query support
- Particle System (based on a single shape, or animated skeleton)
- Viewports
- Rendertargets (with support of high precision formats)
- Smooth Fading between screens
- 2D Effects - Subtitles, Ripple, Fade using fade texture, Wave, Radial Blur
- Environment Mapping
- Lens Flares
- Billboarding
- Particle System
- Depth of Field
- Motion Blur
- Sky
- Water
- Fire
- Explosion
- Decals
- Fog
- Weather
- Mirror
- Flat, Normal, Parallax and Relief Bump Mapping
- Light Blooming , Glow
- Hdr + Eye Adaptation
- Motion Blur, Depth of Field
- Volumetric Clouds, Layered Clouds
- Ambient Occlusion
- Sub-Surface Scattering
- Soft Particles
- Markers
- Bullet Holes
- Grass Bending on Wind
- Leafs Bending on Wind
- Fire, Water, Fur, Fog, Sun, Sun Rays, Sky, Explosions, Blood Effects
- Laser, Electricity
- Mesh Outlining
- Cel-Shading
- Holographic Images
- Splines
Networking
- MMO Framework (Client, Server)
- TCP/IP, UDP
- Peer-to-Peer
- Downloading File from url address
- FTP support
Sound
- 1D / 3D space
- Wav / Ogg formats supported
- From File or Memory
- Custom Volume Groups (Sound Fx, Voice, Music, Ambient, Global)
- Music and Ambient Systems automatically playing random tracks from given Music Theme with Crossfading support
Physics
- Nvidia PhysX and Bullet engines supported
- Rigid Body
- Ragdolls
- Character Controllers
- Vehicles
- Clothes
- Destructibles
- Holding and Dragging Actors
- Overlap and Sweep Tests
- Continuous Collision Detection
- Actors - Ball, Capsule, Box, Tube, Convex, Triangle based (static only)
- Joints - Fixed, Hinge, Spherical, Slider, Breakables
Artificial Intelligence
- 2D Pathfinding
- NavMesh Pathfinding
- Sample AI tutorials included
Texturing
- Color Map
- Normal Map
- Bump Map
- Specular Map
- Glow Map
- Reflection Map
- Detail Map
- Macro Map
- Sky-box
- Volumetric
- Mipmapping
Lighting
- Per-vertex
- Per-pixel
- Deferred Renderer
- Forward Renderer
- Simple Renderer
- Volumetric
- Lightmapping
Shadows
- Shadow Mapping
- Cascaded Shadow Mapping
- Shadow Softening and Jittering
- Stencil Shadows
Scene Management
- "Unlimited" world size support
- World split into "areas"
- Frustum Culling
Animation
- Inverse Kinematics
- Forward Kinematics
- Skeletal Animation
- Keyframed (Target Orientation, Relative Rotation, Position Offset, Scale)
- Multiple Animation Blending
- Facial Animation
- Skeleton Animation Level of Details (LOD)
- Animation Events
- Item Slots
- Highly compatible (one Animation Works on All Meshes with similar skeletons)
- Creating Animations in Model Editor tool
- Importing Animations from external formats
Terrain
- "Unlimited" world size support
- Automatic world and area data streaming
- Dynamically created terrain support
- Multiple Material blending support (up to 3 per triangle, and up to 256 per area)
Meshes
- Mesh Loading
- Skinning
- Progressive
- Vertexes (Position, Normal, Tangent, Binormal, Texture0, Texture1, Matrix Index, Blend Weights, Size)
- Edges (Vertex Index, Adjacent Face, Normal, Flag, Id)
- Triangles (Vertex Index, Adjacent Face, Adjacent Edge, Normal, Flag, Id)
- Quads (Vertex Index, Adjacent Face, Adjacent Edge, Normal, Flag, Id)
- Automatic UV Mapping
- Transforming (Moving, Scaling, Matrix Transforming), Reversing, Mirroring
- Correct Normal, Tangent and Binormal Calculation Vertex Welding, Edge Welding, Edge Subdividing, Face Subdividing
- Joining, Spliting, Copying
- Linking Vertex->Vertex neighbour, Vertex->Edge, Edge->Face, Rectangle->Edge
- Convert Triangle to Quads, Quads to Triangles, Edges to Polygons
- Logical Operations on 2D / 3D Meshes (Or, And, Xor, Sub..) - Beta
- Add and Remove Vertex / Edge / Triangle / Quad Optimize (Remove Inline Vertexes, Faces, Vertex Cache, Simplification)
- Level of Detail (Lod)
- Binary / Text Custom Format
- Importing 3ds, Ase, B3d, Dae, Obj, Wrl, X, Xml (OgreXml)
- Creating Meshes out of geometry shapes
- Automatic Tree Mesh Genereation
Shaders
- Writing custom shaders
- HLSL
Tools & Editors
- Data Browser - preview resources
- Model Editor - edit models, skeletons, animations, materials, physical bodies
- World Editor - create unlimited worlds, edit objects, place waypoints, water
- Gui Editor - design gui components
- Code Editor - innovative programming environment, advanced auto-complete, no C++ headers needed, support for both built-in C++ compiler and Visual Studio C++ compiler
- Icon Maker - create 2D icons from 3D models
- Converter - universal resource converter
- Autoupdate - updates Engine SDK to the latest version
- Data Server - management of game resources across the development team
- Header Browser - easier browsing of engine C++ headers
- Calculator - calculates mathematic formulas
- Functions - mathematic functions visualizer
- Mouse Extend
Scripting
- C++ support
- Esenthel Script support
- Code Editor tool featuring - built-in C++ compiler and support for Visual Studio
Licensing
| License Name | Price in $US | Source Code Included? | Additional information |
|---|---|---|---|
| Proprietary | Free | No | View Details |
| Non-commercial use | |||
| Proprietary | $99.00 | No | View Details |
| Personal | |||
| Proprietary | $500.00 | No | View Details |
| Company | |||
| Proprietary | Unspecified | Yes | View Details |
| Ultimate - Full Source, Unlimited Games | |||
Terrible support, poor ongoing development
I bought a license to Esenthel a few years ago. At the time, the developer of Esenthel worked at a phenomenal speed to bring in new features and improvements to the engine. Looking through the old reviews here, you can see how impressed people were.
Unfortunately, that golden age of Esenthel seems to have long gone. Despite numerous suggestions, the engine itself hasn't seen much in the way of new features in about the last 2 years. In the last few years, the biggest changes have been:
- Source code for a simple MMORPG (additional fee applies);
- A built-in scripting system, which replicates the functionality (and ugliness) of C++; and
- A new editor (additional fee of $200 applies).
The rendering process itself doesn't appear to have been touched at all, despite some badly needed improvements. Shaders and water systems are in serious need of improvement. The engine still doesn't support hardware instancing (although the developer has promised to implement this if people pay him $3500) and the heightmap generation quality is still lacking. Check out the forums for a huge list of requested (and often simple) features that still haven't been implemented.
Support has also become highly limited. Whether this is because all the real developers have moved to better engines or whether it's just because the developer no longer has the time, I don't know. A typical and simple query can often take upwards of a week to get a response though. Again, see the forums for an example of support speed.
In the last few weeks, the developer has made it possible to drive development by providing donations for particular features. For example, for $750, the developer will improve the documentation. For $1500 he will provide some new video tutorials for the new $200 editor, and for $1200 he will provide some documentation for the new $200 editor.
I'm happy for the developer to make money. But whereas his previous goals seemed to involve getting lots of customers to purchase a license be being a great engine, he now seems more concerned with making as much money out of his existing customers with as little effort as possible.
Personally, I am regretting having purchased my license and wished I had bought a license to an engine whose features have continued to improve.
Diseased pile of rat feces
This engine got a lot of praise from some people, so I tried it out. I was surprised by how bad it is. I mean, it is really, really bad compared to my expectations. The graphical features don't work very well. It's slow. The editor is one of the worst pieces of software I have ever used. Honestly the editor is utter garbage. There's no undo! What kind of professional software doesn't have undo? What the heck are all these glowing reviews doing here? Were these people paid to write good reviews? A lot of them have the same date so I guess so. Also not much progress is being made on new things either. It's just one guy working on it with questionable qualifications (credited on one game as "additional programming" meaning he didn't do much).
Not bad, but definitely not spectacular
I heard a lot of great things about this engine, and there are a lot of stellar reviews here, so I thought I would give Esenthel a try. First, let me say that I am an expert professional game developer with over 10 years of experience, so I know what I'm talking about. I am writing this review because there seems to be a huge amount of unearned praise (a.k.a. marketing hype) for this engine and I feel the need to point out the flaws as well as the good parts in an unbiased way.
The first thing I noticed was that to install this engine, you first have to download 7-zip to extract it. That's a real pain. It should either be in zip format so Windows can extract it, or it should be a self-extracting archive. Then on the first run, it tells me I have to install PhysX, so I had to go download that and install it separately. This should have just been included in the engine install.
I finally get the engine running, and I see a large open landscape with lots of vegetation. The artwork for the trees and grass isn't very good, but that's not really what I'm evaluating. The point is that there's a lot of it, and it renders with good performance. The trees cast shadows over a large area, apparently using some variant of cascaded shadow maps. You can see the boundaries between the cascades as you're walking around, and it's kind of an irritating artifact. The shadows also have some kind of dithering along their edges that I find to be unpleasant.
The engine uses a deferred renderer by default. This seems to be the latest craze, but the technique comes with several inherent problems. The biggest problem is no hardware support for antialiasing, so you see lots of jagged edges. The engine does have a supersampling mode to help with this, but this just causes everything to be rendered to a much larger back buffer and get downsampled. The performance is so horrible that this feature is unusable. There is also a forward rendering mode, but it appears that the engine developers didn't give it much care. Several rendering features are not available in the forward renderer.
The engine supports full-screen motion blur, and this is enabled by default. However, it has some pretty bad leakage problems between stationary foreground objects and a moving background.
I saw some rendering errors as I was playing through the demo. Sometimes the glow on an object would suddenly pop on and off. The lighting on bump maps near a point light source was sometimes backwards, appearing as if the light was coming from the opposite direction.
The particle effects are particularly unimpressive. The fire on the torches was some of the worst I've seen.
Overall, I did not see anything special about this engine, and the demo artwork doesn't help. I'm led to conclude that the other reviews here came from Esenthel's marketing department or from fanboys. The engine isn't a bad start for the developers, but it has a long way to go before it could be compared to the big high-end engines.
Graphics good, performance horrible.
All below comments, 50% of them are friends (from poland) of Grzegorz, author of this engine. These reviews are not obiective.
Anyway this engine have cool features if you want good graphics, but horrible performance/speed. You need do many tricks if you want make more than 10 actors, with good speed.
Better way, make your own engine instead buy this thing.
Big disappointment
There is lots of fanboys reactions, so let put something realistic there too. Funny is, that some fanboys who put full stars already left engine because of some problems I will mention in this review.
We were evaluating Esenthel on personal licence for more than 3/4 year. Engine is good, minimalistic in right way, but it has few big problems.
1) GUI - for example importing of assets is very slow (ergonomy of GUI is pretty bad), so importing for example 2000 assets is hell
2) Lack of profiling tools
3) No oclussion culling
4) The biggest issue is speed of renderer. It is cca 3x-20x slower than for example Unity, CE3, Udk...(we compared on identical scene, not using oclussion advantage of other engines). Forward renderer is slow, deferred renderer even slower (with more lights slower than forward!), it has HUGE problem rendering vegetation (we ve managed to profile scene by 3rd tools and it generates insane number of drawcalls, so there is pretty bad batching and instancing), algorithms for dephs sorting are very ineffective...
Even bigger problem is, that guy, who is doing this engine totally ignores user complaints on performance (since cca 2009) or ergonomy of gui, he dont want to put profiler tools like nvperfhud in engine (he is probably scared, that everybody will see how bad is renderer "inside", his reaction is "you dont need it". HUH).
Now he is even deleting posts regarding performance and threatenes with bans. His mainly focus is now on android and doing nonsenses like editor for mobile platforms (who the hell wants to edit scenes on mobile??).
When we made first complain on performance on example with other engine, answer was something like I dont believe your screenshots (like we invested many hours of work to prepare identical scene for two engines and fake screenshots to damage his reputation ), so we ve sent him identical scene for Unity and Esenthel to make him believe, he tried some games like that scene in Unity does not work (he even didnt bother to read instructions, installed wrong version of Unity, etc...), so we ve sent him again step by step manual like for retarded how to open scene in Unity (it is very hard) and since that silence and focus on android.
His policy of paid feature request is just excuse to ignore feature requests (if you want it, pay it). Price is totally insane, for example $50k for oclussion culling (Umbra costs cca $20k per title, licence for for example AAA engine Trinigy is $20k, so you can say only LOL). If you just want him to implement important features which other engines have by default, it would cost you $200k+. Obviously he dont want to do any paid features, prices are so high to get rid of you.
Today I wrote on the forum this post (in the topic about low performance of vegetation, some guy was asking about help with performance):
"You can use method DrawBlend for immediate placing blended objects and handle rendering by yourself. You must write better spatial partitioning and deph sorting algorithm, you can can gain even 100%+ performance. On the other side such "fix" should be done on the engine side.
If such method would be exposed even for solid objects, you would be able to write completly new rendering pipeline and implement for example occlusion culling for other huge performance boosts".
Afte cca 5 minutes post was deleted (it was indeed very rude and offensive post)
It is pitty, we really liked this engine, but especially performance problem is project stopper for any bigger game with better graphic than from year 2000 (better graphics would be slow) and it does not seem, that it will be quickly solved, complaints are on his forum for years and always ignored with claims like I have pretty good optimilazations, there is no space for improvement, problem is in your scene, because you have not textures in power of two format (indeed major performance killer for modern graphic cards). After that poor guy transfered textures to power of two format and had 0,03 FPS increase, there was silence. Read the forum, it is funny. I hope, that Esenthel will not delete these topics from teams which reached same conlussion as we did (slow, not usable for semi-professional and professional dev), since he already started deleting spree.
For us it is clear signal, hands away from this engine and child, who is developing it. It is already very risky to rely on engine developed by one person. But once he showed this kind of behaviour, no reason to waste time there.
So If I have to put some conclusion, if you are new to gamedev, you want to have nice toy, learn something, make small simple game etc, Esenthel engine is very good choice. If you have budget, team and some ambitions, until problems 1-4 mentioned in previous post are solved, hands away.
Perfect for Indie Game Dev Teams
What makes this a perfect 3D engine for indies is the cost. The engine does offer an above average feature set that rivals the big boy engines in the industry, however, with the lack of support (even at level 2 support commitment, I get one line support responses that tells me the lack of care to the paying consumer), the ease of use suffers tremendously. The art pipeline is the simplest and probably the greatest asset that the platform offers, but on the development side, it has a severe confusion between sticking with pure C++ coding, and a simplified, "Esenthel Code" development accessible only through the custom Code Editor that is part of the platform. Most of these shortcomings could easily be overcome by decent support services, but since it's a one-man 3D engine shop, don't expect above and beyond support responses when you need it, even if you paid for it as part of your license.
(Update) As I approached the creator of the engine to explain the various Support Levels that his different licenses have, he replied by saying there is no difference in support levels, and proceeded to remove the support levels in his price sheet, and at which point he also proceeded to remove the thread I had started in his forum to request better support responses to questions from his paying users (he was more and more replying with one-liner responses or links to documentation that was very limited). If you require real customer service, then this engine may not be the right one for you. As the creator shared with me directly, he's here to build an engine and not provide support.
Highly Impressed
I researched game engines for 11 months and tested out quite a few SDKs and I have to say Esenthel blows them out of the water. It is extremely easy to learn and use, even for the less experienced. The tools are very simple to understand and work with.
The engine is extremely powerful and has some outstanding capabilities. It is as close to wysiwyg as an SDK can get. You can even test play your game as you build. It has several drag and drop features which allow for easy material, mesh, physics, and particle creation. It is compatible with many model types (collada, 3ds, obj, etc). It has simple water implementation to make rivers and lakes in mere seconds. There are many more features that you can easily see examples of on youtube. Just type in "Esenthel Engine" for the search.
The community is very active and extremely friendly and helpful. The creator of the engine is as well. I was surprised as to how active he is with the community after my experiences with other engine communities.
Documentation is excellent. There is a wiki as well as documentation included with the engine package. Some of the community members have also created additional documentation. There are also a complete set of tutorials for everything you could possibly need to implement into your game from server to AI to graphics and more that is included with the engine package.
Updates are done regularly and the engine is constantly being improved upon.
Esenthel doesn't use scripting. Everything is done in C++ but the way the entire Esenthel package is put together it really isn't much of a headache. Personally I think it makes things easier to keep track of. You don't have to be a C++ expert but you do need to know how to program in C++. The tutorials help a lot if you have a good solid C++ foundation. Even if you do some self online tutorials you can easily catch up to the learning curve.
My first choice in engines for my game was Hero but I couldn't afford it. I settled on the Abyssal but after coming across Esenthel I was hooked and just can't praise it enough. This engine can do pretty much anything that a high end engine can do and a lot of it faster and easier. I purchased the personal license and plan to purchase the indie license later when i have a good working demo.
I highly recommend Esenthel to anyone looking for a game engine-beginners, indies, small companies, large companies. It's free to try and I guarantee you'll be hooked.
The prices listed here on devmaster are incorrect, though. You can try the SDK free. A personal license which includes source code is $150. The company license (which has usual restrictions as to gross income and project budget) is $1,000. Non-game (educational and company) license is $1,000. Professional license is $25,000. These are all per seat. The Ultimate license which includes an unlimited number of seats is $390,000. It's definitely well worth the money!
My review
I sincerely recommend esenthel to everyone, to big companies making big games, or to indies that are just starting their bussiness.
The graphics are superb! Quality of graphics is at CryEngine level, per object motion blur rocks.
Support is amazing, creator of the engine is very fast to provide help when you need it. Even free users without any license receive decent support.
Set of features is growing very fast, and already offers wide variety of functionality.
I've tried lots of other engines, some of them are:
Torque - nice toy, their marketing is great, however the quality of their engine is much lower, shaders are very poor, good community though.
Leadwerks - nice graphics too, however support is not that good and basically its just a renderer without more complex actual game engine functionality.
Unreal - hyped by marketing, being mainly the one good engine in the past few years, has made its name and fame. very good, but when it became publicly available, you can see that it's not that "awesome", it's just as good as many other new engines. oh, and big disadvantage is that it doesn't support C++ :O
Cryengine - it has the best graphics, their editor is good, but seems very "glitchy" lots of graphics seem to pop and disappear.
Out of all I decided to stick with Esenthel, it has graphics comparable to Cryengine, support for C++, excellent support on forums.
Did I mention that it seamlessly supports unlimited sized worlds?
Overall, it's the best!
Researched stopped here
I usually do not write too many reviews. Generaly I tend to read them with a grain of salt and then try something out myself.
In this case, I must say that this is one of the best engines we have tested, tried and used. And we have tried everything from RC Pro to Torque 3D (and all other Garage Games products) to... well more then I care to admit. However, We found the engine for us.
I am a graphic designer first, and lead dev second. Coming from working professionally to trying our hand at making our own game/demo, this has been an amazing engine.
First I would like to say the support is phenomenal! We started out with the free version and was helped to no end. The developer (yes only one) answered all the questions a silly graphic designer/cell designer could think of. After a lengthy review of the product from myself and the two coders we have, we purchased the developers licence. It was well worth it.
Cons: (ill list these first)
1) Not as intuitive as a few others out there. There is a learning curve for non coders
2) Learning curve for most artists in learning how to add assets and textures.
3) does not support dds (yet)
4) (not really a true con but limiting right now) client ui development/creation is a bit outdated yet. Need to be creative and patient.
Pros:
1) Amazing, fast and friendly continual support
2) Amazing engine capabilities. Everything we have tried to break the engine has worked. What has not has been on our part.
3) Easy integration of 3rd part api's
4) Can support and produce graphics as in depth as you want to make them.
5) True streaming and mega terrain support
6) Rag doll features already inside
7) Rendering is only limited by what you can do
8) animation is easy to import for my coders
9) continually updated and bugs attacked immediately
10) Able to adjust/change source code easily and intuitively (from my coders mouth)
11) ability to add new engine system scripts (such as a custom dialog system) easily and seamlessly- with support!
There are more im sure that this engine has, everything that we tested and more in others, even some of the high costing ones we bought.
Do remember that not one game engine will do everything a team will want. It does require some work and development, but for all the basic features we could want, this has.
I think the largest thing that engine has going for it is the support. It is AAA+++
Very professional engine
Features) Everything listed above is actually in the engine and works. The graphical quality of the renderings is great.
And, other than some engines which turn out to be only renderers, this is really a fully featured game engine. The tools provided are helpful and useful. (Best is, everything they do can be reproduced with engine commands, there's nothing hidden)
And even more than that. This engine has commands for everything you'd ever need when developing a game, e.g. even FTP routines and XML parsing functions.
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Ease of Use) The whole thing is really well organized. The class design is understandable and easily expandable.
The included tutorials and documentation are good starting points.
My only criticism is that transforming things in mesh editor and/or world editor, the whole moving, scaling and rotating is quite inaccurate and hard to do.
I hope numeric input and proper standard transformation arrows will be added.
Also the camera is somewhat hard to steer in these tools. I didn't find a simple button to get a free flight camera. And I also wouldn't know how to pan the cam.
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Stability & Performance) Never crashed for me yet, and if there was any bug, it would for sure be fixed very quickly (see "Support" section).
The overall performance is acceptable, there might some room for improvement left though.
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Support) Fantastic. Updates every couple of days.
Fixes are done very quickly even for lower priority non registered users.
Even features seem to be implemented upon request: I asked for resize-able windows and refraction (for the water effect), one update later both things were there! (maybe I just had luck and this was planned anyways :D ).
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Overall I'd say this is one of the best engines I ever found.
(However, one thing I didn't/couldn't try yet, which I really liked doing in other engines is writing my own shaders. Unfortunately THAT requires a license.)
Facts about Esenthel Engine
Here are some facts about my experience with Esenthel Engine:
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Supported features - once you check out the website you can notice that the engine is packed with lots of features, most importantly collaborative world creation, automatic world management, game object class management, modern graphics and a rich toolset.
The engine is very quickly developed, you can experience receiving new features every few days, and by that I don't mean small improvements, but big things, like recently added collaborative world creation or adding custom modes to the world edior, just check out the engine's version history on the forums, and you'll see for yourself.
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Ease of use - most of the things are very intuitive, like the tools or programming style. Most importantly I like the headers (.h files) which are very well commented, and somehow feel very clean. It's not a dense mass of useless text, instead it's short, very well organized which always lets you find things you need very quickly.
What almost needs to be mentioned is that the engine comes with more than 100 various tutorials. Their complexity starts from writing simple "hello world" application with text only on the screen, followed by tutorials describing the functioning of key classess, ending at tutorials presenting how to make fully functional game demos like "bloody massacre".
I was very amazed when I found out how little code needs to be written in order to make very good first person shooter game demo.
Next thing what comes in mind is the provided support through the Esenthel forums. The help offered there is very nice and friendly, questions are answered mostly during the same day.
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Visual Effects - the engine is packed with many of the latest special effects - realistic bump mapping, hdr, motion blur, glow, volumetric lighting, soft particles, dynamic ambient occlusion, and on and on.. It definitely stands out in a positive way when compared to other engines, which don't offer so good realtime lighting systems.
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Performance - I've tested the engine's game demo, with high quality settings, featuring 30+ characters on the screen, motion blur, parallax mapping, 2 dynamic lights with soft shadowing, ssao, achieving average of 60-70 fps on a Core 2 Duo with a cheap card like 9600 GT.
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Stability - I am using the engine for almost a year, and personally I haven't encountered a single bug or crash. From what I've seen on the forums, any issues which were found by other users, were solved during the same day.
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Overall quality and design - From the start you can notice that the engine is targetted for making professional games, based on the c++ architecture, with ability to extend it with custom classess you're not limited to simple scripts or predefined behavior like in other engines.
Engine has object-oriented design, additionaly it has been created this way where you don't have to play with pointers, but just declare objects. Prototyping custom gameplay features can be done very easily.
From the screens, tutorials, demos and list of features, you can see that you can make big things with little effort when using this engine.
Everything just works there.
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I am very grateful that I found this engine, and plan to use it for a lot more projects.
If you're wondering wheter to try it or not, my advice is - try it, and you won't go back to any other engine.
This is just marketing hype.
This engine is an abomination packed with some of the most useless features I had ever seen.
Let me give you an example:
Inventing a new C++ that lacks the -> operator because apparently the creator has decided that he needs to revolutionize programming languages too.
Fantastic engine
I use this engine about half year. I'm very satisfied.
For me, the biggest advantage in engine is support!
Mr Slazinski answered for my all questions and he is always helpful!
Esenthel is for everyone! Young programmer can be use it and quick create first mini-games, however experienced programmer can create big production.
Engine is frequently improve!
Esenthel is engine for games and other applications which use advanced 3D graphic!
Great Engine
The Esenthel Engine is a worthy tool to all game developers. Wheather you are a hobbyist or a proffesional, Esenthel offers what you need to get the job done.
If you don't know what you are doing or are looking for a few pointers the community will help you get on the right path. Probably one of the best communities and easily one of the most helpful I have seen.
The engine is constantly under development and updates flow out. If you encounter a problem they will be fixed shortly after you report them (sometimes even within a few hours!).
Best of all, it's free!
Very good, easy to use and constantly evolving
Very good engine at decent price.
Easy to learn and use, a lot (and I mean A LOT) of well written code tutorials. Although it has some pre-made content for RPG style games (character base class and so on), you can make any kind on application on it.
Also supports blocks generation (something like Minecraft), has MMO support, real-time terrain edition and many more... :-)
The support is very good (however sometimes it takes a bit to have a response because engine is developed by a small number of people), usually helps to solve most of the problems. Bugs are fixed very fast, updates are quite common.
If you look for a nice, constantly evolving engine for your game - I recommend EE :)
Facts about Esenthel Engine
Here are some facts about my experience with Esenthel Engine:
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Supported features - once you check out the website you can notice that the engine is packed with lots of features, most importantly collaborative world creation, automatic world management, game object class management, modern graphics and a rich toolset.
The engine is very quickly developed, you can experience receiving new features every few days, and by that I don't mean small improvements, but big things, like recently added collaborative world creation or adding custom modes to the world edior, just check out the engine's version history on the forums, and you'll see for yourself.
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Ease of use - most of the things are very intuitive, like the tools or programming style. Most importantly I like the headers (.h files) which are very well commented, and somehow feel very clean. It's not a dense mass of useless text, instead it's short, very well organized which always lets you find things you need very quickly.
What almost needs to be mentioned is that the engine comes with more than 100 various tutorials. Their complexity starts from writing simple "hello world" application with text only on the screen, followed by tutorials describing the functioning of key classess, ending at tutorials presenting how to make fully functional game demos like "bloody massacre".
I was very amazed when I found out how little code needs to be written in order to make very good first person shooter game demo.
Next thing what comes in mind is the provided support through the Esenthel forums. The help offered there is very nice and friendly, questions are answered mostly during the same day.
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Visual Effects - the engine is packed with many of the latest special effects - realistic bump mapping, hdr, motion blur, glow, volumetric lighting, soft particles, dynamic ambient occlusion, and on and on.. It definitely stands out in a positive way when compared to other engines, which don't offer so good realtime lighting systems.
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Performance - I've tested the engine's game demo, with high quality settings, featuring 30+ characters on the screen, motion blur, parallax mapping, 2 dynamic lights with soft shadowing, ssao, achieving average of 60-70 fps on a Core 2 Duo with a cheap card like 9600 GT.
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Stability - I am using the engine for almost a year, and personally I haven't encountered a single bug or crash. From what I've seen on the forums, any issues which were found by other users, were solved during the same day.
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Overall quality and design - From the start you can notice that the engine is targetted for making professional games, based on the c++ architecture, with ability to extend it with custom classess you're not limited to simple scripts or predefined behavior like in other engines.
Engine has object-oriented design, additionaly it has been created this way where you don't have to play with pointers, but just declare objects. Prototyping custom gameplay features can be done very easily.
From the screens, tutorials, demos and list of features, you can see that you can make big things with little effort when using this engine.
Everything just works there.
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I am very grateful that I found this engine, and plan to use it for a lot more projects.
If you're wondering wheter to try it or not, my advice is - try it, and you won't go back to any other engine.
Esenthel Engine
Normally I don't write this kind of reviews, but this time I wanted to make an exception.
I've tested a lot of engines out there, some of them looked good at start, easy editing, they looked simple and fun, but when wanted to make some more complex games in them, it appeared that it just can't be done.
But when I've tried Esenthel Engine, things started to look totally different.
No limitations, no poor scipts, instead you get full access to the game mechanics, you do things in c++ where you can program the game manually or use already available classess.
Existing functions are so easy and very well commented.
The tools are great, very intuitive, everything what needs to be done is already there.
So far this is the best engine I've found.
The best engines i ever used
I think Esenthel Engine is the best engine. It have very nice World Editor, Converter, etc...
Its cheap for develop games.
And it is very easy. (Not for beginners in C++ and beginners 3D Programming). But if you have some knowledge in C++ and 3d programming. You can make very good game with this engine.
And lot of tutorials. Very lot of!
Great Engine, Great Support
I have used many engines over the years, and Esenthel is in a class by itself. The rendering quality is what truley sets this engine apart. Soft shadows & natural lighting. Beyond that - the coding style used makes it quick and easy to prototype an idea. Includes all tools needed to import models from several key formats quite easily. Full physics with great frame rates.
Outstanding and always improving!
;)
Esenthel is worth notice not only for his numerous advantages, which you can see above. First of all you should to check Esenthel engine because of its author. Grzesiek (drean) is extremely inspiring person! Despite of his young age (Hi is 24 I suppose) He works constantly on this engine for years! His commitment, passion and attitude are admirable :D
Secondly, you should check our growing and supportive Esenthel community. If Grzesiek will not help you within an hours, surely someone from old users will do :D (Esenthel support deserves 6 stars :D).
Its hard to rate "Features". Its too much of them and each month something new appears :D If you need something that is not included, this will surely appear in future :)
I have the same problem with "Ease of use" rate. Everybody learns in different way, and, if you have some troubles with learning Esenthel, lots of tutorials or/and Grzesiek will help :D
"Stability & Performance"... well, i have an old computer and I've didn't noticed any problems, so... :) You should check it by yourself :P
Yep, I know, this isn't an objective review but I've tried... and sorry for my English (this excuse is so lame :( ).
Don't waste this opportunity to learn something interesting and join Esenthel community! :P
Cheers!
This engine is so special
The package includes a lot of mini C++ projects to demostrate the features of the engine, very good for beginner to learn the features quickly. You will be impress when you look at those demo, and have a good excuse to learn C++.
The author update the engine very frequently, I really appreciate it.
Comes with a lot of good effect, with mini demo. (oh I repeat again)
You don't need to spend a penny to use all the features of the engine, and no trial period.
Very complete toolset, what else you want to complain?
Simply the best
What to say about this engine, It's simply perfect.
It has high end features.
Dozens of basic tutorials, and a little game demo.
Very good support.
Continuously updates.
Full of tools ( world editor, mesh editor, materia editos, particle, .... )
The best thing is that you can use the engien for free, and later, if you want, can buy a license and make your comercial game. And support still there, yes, esenthel admin help even you have not buy a license ( of course, licensed developers has priority by far =) )
And by now it's very very cheap ( i say by now because this engine evolve very quickly)
It's very easy to use ( specialy thanks to all tutorials ). And yes, you need to know C++ but much less than other engines becouse Esenthel has been programmed to be easy to use ( Lots of special class , structures, etc that will help you to make your game stable and easy to program )
My rate. 10.
Last edited Jun 29, 2012 at 16:54


