Esenthel Engine

83fd2fa0 a9ff 438e b282 9d7701b60e8f

Website:
http://www.esenthel.com

Developer:
Esenthel

Launched:
Jan 01, 2000

Status:
Active

Supported Platforms:
Windows, Linux, Mac OS X, iOS, Browser-based, Google Android

Languages Written In:
C/C++, Java, Obj-C, JavaScript, Assembly

Languages Supported:
C/C++, Obj-C, JavaScript, Assembly, Proprietary

Graphics APIs:
OpenGL, DirectX

Rating:
  (51 reviews)

Editor:
00000000000000000000000000000000 drean

“Esenthel” is a mix of words: Essential and Essence.

Esenthel Engine is a Next-Gen Computer Game Engine.

Mission - Create the Best Game Engine in the Universe.

Supported Features

General

Platforms

  • Windows
  • Mac
  • Linux
  • Android
  • iOS
  • Web

Perfect for both 2D and 3D.

API’s

  • DirectX 9, 10, 10.1, 11 (Shader Model 2, 3, 4, 4.1, 5)
  • Open GL
  • Open GL ES
  • Web GL

Renderers

  • Deferred
  • Forward
  • Simple

Game Updating/Patching

  • Uploader Tool for uploading Game Patches
  • Only new/modified files are uploaded
  • Data Encryption
  • Data Compression
  • Patcher Class for downloading Game Patches

File Management

  • File Classes
  • Binary
  • Text
  • Xml
  • Chunked
  • Encodings
  • ANSI
  • UTF-8
  • UTF-16
  • Data Encryption
  • Data Compression
  • Packaging Files to PAK Archives (Creating New and Updating Existing)
  • Basic IO Operations - Iterating/Creating/Deleting/Recycling/Copying/Moving/Accessing of Files and Folders

Memory Management

  • Memory Leaks Detection
  • Data Encryption
  • Memory Status (Usage, Available)
  • Memory Containers (with out-of-bounds checks in Debug mode)
  • Simple Continuous (uses least amount of memory possible)
  • Dynamic Continuous (default)
  • Blocked (fast for frequent adding of new elements)
  • Blocked Extended (preserves memory address of all elements)
  • Temporary (avoids dynamic memory allocation)
  • List
  • Cache (for loading Assets, with Automatic Reference Counting for small memory usage)
  • Map (fast Element access based on its Key)
  • Grid (stores Data in Cells of a 2D map)
  • Sorting, Randomizing, Rotating of Element Order
  • Data Compression
  • RLE
  • Snappy
  • LZ4
  • ZLIB
  • LZMA
  • Hash Calculation
  • CRC32
  • MD5
  • SHA2-256

Text Strings

  • 8-bit and 16-bit (Unicode) String Classes
  • String Functions - Case Up/Down, Set, Append, Get Length, Compare, Equal, Starts/Ends with, Contains, Replace, Split, Get Extension, Not Extension, Path, Base Name, Start, Not Start, Relative Path, Normalize Path
  • Text <-> Number Conversion
  • String Library - Storing frequently occuring Strings with least amount of bytes possible

Application State Manager

  • Intro, Menu, Game states and similar
  • Initialize, Update, Draw, Shut Down
  • Smooth Fade between States

Timer

  • Application Time
  • Frame Time
  • Frames Per Second
  • Dynamic Game Speed adjustment for “Bullet Time” effects (with automatic Sound speed adjustments)

Complete Math Library

  • Math Functions - Minimum, Maximum, Average, Abs, Saturate, Sign, Trunc, Round, Ceil, Floor, Frac, Align, Sqr, Cube, Sqrt, Cbrt, Pow, Ln, Log2, Sin, Cos, SinCos, Tan, CTan, ACos, ASin, ATan, Angle, Linear Interpolation, Hermite Interpolation, Power Interpolation, 4-Values Interpolation, Equation solving of 0th, 1st, 2nd and 3rd degree, Simultaneous Equation Solving
  • Vector Classes (2D/3D/4D, Integer/Float/Double) - Add, Subtract, Multiply, Divide, Change Sign, Abs, Minimum Component, Maximum Component, Minimum Index, Maximum Index, Normalize, Length, Squared Length, Set Length, Dot Product, Cross Product, Perpendicular, Comparing, Epsilon Comparing, Matrix Transforming
  • Matrix Classes (3x3/4x3/4x4, Float/Double) - Moving, Scaling, Rotating, Multiplying, Inversing, Normalizing, Mirroring, Calculating Angle and Axis of Rotation
  • Quaternion Classes
  • Geometry Shapes (Plane, Point 2D/3D, Edge 2D/3D, Triangle 2D/3D, Quad 2D/3D, Rectangle, Box, Oriented Box, Circle, Sphere, Capsule, Tube, Torus, Cone, Pyramid) - Calculating of Surface Area, Volume, Distance Between, Transforming (Moving, Rotating, Scaling, Transforming by Matrix), Basic Collision Detection, Drawing, Projecting 3D shapes to on-screen 2D shapes, Frustum Culling
  • High Precision (512-bit) Numbers - Add, Subtract, Multiply, Divide, Mod, Square, Square Root
  • Random Value Generator - Integers, Floats, Vectors, Directions and Points (with uniform distribution) both inside or on surface of Geometry Shapes
  • Calculator Functionality - Calculating values from Text Strings

Thread Management

  • Threads
  • Critical Sections
  • Synchronization Events
  • Read/Write Locks
  • Executing Processes with their STDIO Output Readback

Other

  • Unique ID (UID) generation
  • CPU Detection
  • Log File support
  • Date and Time Classes
  • DLL support (from both Files and Memory)
  • System Screen Capture
  • System Language Detection
  • System Clipboard support
  • System Drag and Drop File support
  • System Windows Management
  • System Paths Detection
  • Windows Registry Access
  • Process Management

Lighting

  • Dynamic Ambient Occlusion (SSAO)
  • Fully Dynamic Lighting
  • Directional
  • Point (with realistic and small attenuation)
  • Cone
  • Volumetric
  • Bloom
  • Glow
  • Sub-Surface Scattering
  • High Precision (64-bit) Rendering
  • High Dynamic Range (HDR) Tone Mapping
  • Cel-Shading

Shadows

  • Shadow Mapping
  • Cascaded Shadow Maps (1-6 maps)
  • Soft Shadows
  • Shadow Jittering
  • Supported for all Light Types

Texturing

Texture Compression

  • S3
  • DXT1/BC1
  • DXT3/BC2
  • DXT5/BC3
  • PowerVR
  • PVRTC2
  • PVRTC4
  • Ericsson
  • ETC

Importing Textures

  • BMP
  • PNG
  • JPG
  • WEBP
  • TGA
  • DDS
  • PSD
  • ICO

Texture Modes

  • Software
  • 2D
  • 3D
  • Cubemaps (Skyboxes)

Material Texture Types

  • Color
  • Alpha/Opacity
  • Normal
  • Bump/Height
  • Specular
  • Glow
  • Detail
  • Color
  • Normal
  • Macro
  • Reflection
  • Light Map

Texture Processing

  • Get/Set Pixel
  • Resize
  • Crop
  • Average/Blur
  • Sharpen
  • Noise

Shaders

  • Bump Mapping
  • Normal Mapping
  • Parallax Mapping
  • Relief Mapping
  • Per-object Motion Blur
  • Depth of Field
  • Sun with Sun Rays (God Rays)

Meshes

Importing 3D Models

  • FBX - Autodesk Filmbox
  • DAE - Collada
  • OBJ - Wavefront
  • 3DS - 3D Studio Max
  • B3D - BlitzMax
  • MS3D - MilkShape 3D
  • PSK PSA - Unreal Engine
  • BVH - Biovision Motion Capture
  • X - DirectX
  • ASE - ASCII Scene Export
  • WRL - VRML

Meshes

  • Block Based Meshes
  • Ambient Occlusion calculation
  • Terrain Heightmap Meshes
  • Ambient Occlusion calculation
  • Up to 3 Materials Blending per Triangle
  • Optimization
  • Vertex Cache
  • Simplification (Vertex/Triangle Reduction)
  • Level of Detail (LOD) Generation
  • Constructive Solid Geometry (CSG)
  • Triangulation
  • Dynamic Mesh Generation

Scene Management

Game Manager

  • Unlimited Sized Worlds
  • Terrain and Object Manager
  • Multi-Threaded
  • Updating
  • Rendering
  • Serialization
  • Streaming World Data
  • Low Memory Usage
  • In-background - No pauses when travelling through Worlds

Animation

Animation System

  • Skeletal based
  • Up to 256 Bones
  • Multiple Animation Blending
  • Inverse Kinematics
  • Animation Events
  • Item Slots
  • Animation Optimization
  • Removal of Redundant Keyframes
  • Level of Detail (LOD) - Animating fewer Bones
  • Keyframes
  • Target Orientation
  • Relative Rotation
  • Position Offset
  • Scale Factor

Terrain

  • Unlimited Sized Worlds
  • Streaming World Data
  • Low Memory Usage
  • In-background - No pauses when travelling through Worlds

Physics

Engines

  • Nvidia PhysX
  • Bullet

Functionalities

  • Multi-Threaded
  • Dynamic, Kinematic and Static Actors
  • Plane
  • Box
  • Ball
  • Capsule
  • Tube
  • Convex Mesh
  • Triangle Mesh
  • Joints
  • Fixed
  • Hinge
  • Spherical
  • Sliding
  • Distance
  • Breakable
  • Ragdolls
  • Character Controllers
  • Vehicles/Cars
  • Cloth
  • Destructible Objects
  • Triggers
  • Ray, Sweep and Overlap tests

Networking

Functionalities

  • Headless (can run without a GPU on board - for Servers)
  • Data Compression
  • Data Interpolators
  • MAC Address Detection
  • Local/Global IP Detection
  • Sending Mails

Connections

  • HTTP - Downloading/Uploading files
  • FTP
  • Low Level TCP/UDP
  • High Level Connection/Server

SQL

  • Microsoft SQL Server
  • MySQL
  • SQLite

Online Stores

  • Esenthel Store Integration
  • Google Play - In-App Billing
  • Apple Store - In-App Purchases

MMO Capable - Tutorials available

  • Client, Server and Launcher applications
  • Account Creation/Removal
  • Character Creation/Removal
  • Log in/Log out
  • Awareness of Nearby Players
  • Chat
  • Inventory

Artificial Intelligence

Pathfinding * 2D Pathfinding * 3D Navmesh Pathfinding (Recast/Detour Library)

Sound

API’s

  • Direct Sound
  • Open AL
  • Open SL

Supported Formats

  • WAV
  • OGG Vorbis

Music and Ambient System

  • Automatically plays songs from provided lists
  • Continuous or Random/Shuffle Playback
  • Crossfade

Functionalities

  • 1D and 3D Positioning (Surround System)
  • Playing Dynamically Generated Sounds
  • Capturing Audio (Microphone Recording)
  • Custom Volume for different Sound Groups
  • Sound Effect
  • Music
  • Ambient
  • Voice
  • Global

Video

  • Theora codec playback

Tools & Editors

Editor

  • Looks and works the same on all Platforms
  • Collaborative Development
  • Real-Time Automatic and in-background Synchronization of all Project Elements (including Worlds) between Team Members
  • Account Management for Team Members (Email, Password, Permissions)
  • Works both Online and Offline
  • Automatic and in-background World Processing
  • Drag and Drop Asset Importing
  • Unlimited Sized Worlds
  • Automatic World Mini-Map Generation
  • Creating Terrain/Heightmaps
  • Hand Painting
  • Importing from Images
  • Programatic Generation
  • Powerful Game Object Class System
  • Base Objects/Classes with custom Parameters
  • Extending Base Objects with Parameter overriding
  • Project Elements Management
  • Renaming and re-arranging (moving to different folders) does not require making any changes to codes or other resources
  • Removed elements are restorable
  • Auto Publishing
  • Source Code Compilation
  • Game Assets Packaging
  • Data Optimization for Mobile Platforms
  • Data Encryption
  • Data Compression

UI

Looks and works the same on all Platforms.

Fully customizable and extendable.

Gui Objects

  • Button
  • CheckBox
  • ComboBox
  • Context Menu
  • Desktop
  • Custom Element
  • Image
  • List
  • Menu
  • ProgressBar
  • Region
  • SlideBar
  • Slider
  • Tabs
  • Text
  • TextLine
  • Viewport
  • Window
  • Window IO (File/Directory selection)

Fonts

  • Automatic Font Generation
  • Unicode (Asian Characters)
  • Custom Color, Size, Shadow and Aligning

Scripting

Programming

  • Based on the fastest and industry-standard language - C++
  • Very Clean and Simple API
  • Works with multiple IDE’s
  • Visual Studio (Windows)
  • Xcode (Mac)
  • NetBeans (Linux)
  • Code Editor built-in to the Engine (all Platforms) offering some extra advantages
  • Powerful Auto-Complete
  • Headerless Programming (write code just once, without duplicating it to headers)
  • No need for Header Files, Forward Declarations or Class Rearrangement
  • many more

Editor Network Interface

  • Sending Commands to the Editor from custom made Applications
  • Programatic access to Project Elements
  • Programatic access to World Terrain and Objects

Input

  • Keyboard
  • Asian Characters Input (Windows IME)
  • Mouse
  • Setting custom Mouse Cursor
  • Clipping Mouse Position to a custom Rectangle
  • Joypads
  • Vibrations/Force-Feedback
  • Xbox Controllers
  • Samsung Gamepad Controller
  • Touch Screen
  • Accelerometer
  • Gyroscope
  • Magnetometer
  • Orientation
  • GPS

Special Effects

Effects

  • Tesselation
  • Sky (Atmospheric or Skybox)
  • Decals
  • Clouds
  • Edge Detect
  • Water (Ocean, Lake, Rivers) Rendering with real-time reflections
  • Fur Rendering
  • Fog (Global and Local)
  • 3D Model Highlighting and Outlining
  • 3D Holographic Images
  • Particles
  • Soft Particles
  • Motion Blur Stretching
  • Animated Source Images
  • Custom Emitters
  • Geometry Shapes
  • 3D Models
  • Animated Skeletons
  • Screen Color Transformations

Functionalities

  • Stereoscopic Rendering (Oculus Rift)
  • Windowed and Fullscreen
  • Custom Viewports
  • Taking Screenshots
  • Screen Synchronization
  • Gamma Control (Screen Brightness)
  • Dithering
  • Screen Aspect Ratio Control
  • Vertex Buffering for Simple Graphics (Images, Gui Objects, Geometry Shapes, ..)

Anti-Aliasing

  • Multi-Sampling (MSAA)
  • Super-Sampling (SSAA)
  • Fast Approximate Anti-Aliasing (FXAA)
  • Morphological Anti-Aliasing (MLAA)
  • Subpixel Morphological Anti-Aliasing (SMAA)
  • Edge Softening

Licensing

License Name Price in $US Source Code Included?
Proprietary Free No
Free for non-commercial use
Proprietary $11.40 No
Commercial use (Binary Monthly)
Proprietary $114.00 No
Commercial use (Binary Yearly)
Proprietary $228.00 Yes
Commercial use (Binary + Source Code)

Write a Review

Showing 1-25 of 51

3 of 3 people found the following review helpful

If you're a C++ programmer then this is an attractive engine

  by 00000000000000000000000000000000 Pixel_Perfect Oct 27, 2013 at 13:47

I started working with Esenthel 2 about 6 months ago and have found it very rewarding and would like to highlight some of its merits as I see them:

Esenthel Editor:
Although initially the editor appears unfathomable and is certainly unconventional in its interface design, after a short period of time working with it and a few pointers from the kind people on the Esenthel forums, it grows on you and you start to realise just how powerful it is.

Asset import is really well catered for with you being able to simply drag and drop most files onto the editor to have them automatically converted and displayed.

A good set of supporting tools are available for setting up most things you need when assembling your level and assets and ensuring they are game ready.

The engine and editor supports infinite streaming world design straight out of the box and is robustly implemented.

Also included in the Editor is a full code editor capability which supports Esenthel Script which is not really a scripting language at all but more a short hand version of C++ which allows common code to be written across all of the supported platforms. This scripted version is then converted back to straight C++ with suitable compensation made for the differing platform requirements. For anyone wanting multi platform support this is indeed very powerful and I admire the designer for the way in which he has implemented this. It removes the need for separate header files (these are generated in the background) and brings about other syntax changes that improve the speed of writing C++.

For those who would rather work directly from their own chosen IDE with standard C++ there is no problem, this is easily accomplished and in fact what I am currently doing for my own reasons.

The API:
Esenthel has a solid game engine API. Written in C++ and Object Oriented it's a comprehensive API with just about all of the core functionality needed for game production.

You need to be a good C++ programmer to make the most of it but the header files are well documented and grouped into sensible directory structures which make exploring it fairly easy.

It also comes with a comprehensive set of tutorials which provide good code examples for most of the major functional areas of the engine. These can be run easily inside the editor and serve as a great introduction to the engine. A series of full games complete with code are also available, one free and the others at a small additional cost.

The engine also contains its own powerful object oriented game development framework with a lot of encapsulated functionality in base classes that can be extended by the end user, something that I have found incredibly powerful and very nicely designed and implemented by the designer. Support for this extends into the editor which supports user designed parameter assignment for passing to the game objects at run time. Licenced users get access to the code for these extendable base classes.

The beauty of this system is you can choose how much of the underlying framework you want to use or completely do your own thing. You are not forced to use someone else's framework implementation and be constrained by that. I have taken the middle ground and used a lot that I thought was useful and saved me time whilst being free to express my own ideas and design where needed..

The engine also implements many of its own solutions including Memory Containers (STL replacements), its own String classes, many of its own replacements for C++ functions and a comprehensive set of defined variable type definitions ensuring cross platform compatibility again.

Graphics support:
A variety of rendering support is available including forward rendering and deferred rendering. Certainly, having come from a Leadwerks background which had a reputation for high quality graphics, I have found very little to complain about in Esenthel. The deferred renderer works well and provides high quality graphics support. Performance is not the fastest I've seen but is satisfactory, there are some changes on the roadmap to help with this that hopefully will be implemented in the not too distant future.

Shader support is present for the majority of core modern effects and I believe these can be extended with custom shaders but may require the purchase of some additional files (not really a shader developer ... so you'd need to check on this).

Stability:
Stability is very good, I have had virtually no issues with this during the six months I've worked with the engine.

Support:
What can I say, personally I have found support to be first class and is provided directly by the engine designer. Generally any reported bug (provided sufficient supporting evidence is provided) is accepted and fixed within days and an update to the engine made available. In my case, and in others I have seen, this has extended to new functionality too where the designer has responded swiftly to suggestions for new or improved functionality.

Forums:
The forums are informative with a nice group of members. Some are clearly deep into long term projects and bring a lot of valuable knowledge and advice to the forums. I arrived with some game development knowledge under my belt but a complete 'newb' as far as Esenthel was concerned and found people helpful and considerate which I think is the most any one can ask for really!

Conclusions:
I guess this could be read as being a bit of a 'fan boy' type review but I'm 55 years old and was unfortunately forced into having to change engine at a time when I really could have done without that. I've deliberately held back from reviewing Esenthel until I had sufficient experience of it to do so, so I hope this adds some credence to my review.

If you are a competent C++ programmer and are happy that the specifications of the engine meet your needs then, in my opinion, you should definitely invest some time to explore Esenthel, I suspect you might be very pleasantly surprised!

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2 of 2 people found the following review helpful

solid engine with great support

  by 00000000000000000000000000000000 yvanvds Mar 31, 2014 at 11:37

Our studio has published a few mobile apps with esenthel and we are working on a multiplayer which will be released in one or two years from now.

It is true that the 'big' engines with a whole team behind it have some features that are missing in Esenthel. But we all know that the success of a game doesn't depend on the use of the most advanced graphics. Much more important are things like a good workflow and support. So here are the most important reasons why are using Esenthel (in no particular order).

- easy cross platform development. Esenthel supports windows, mac, linux, iOS, Android and just released a version which enables browser games. It's not just possible to do cross platform development, but it is also very easy to move your code and assets back and forth when using several machines.

- importing assets is very easy, once you get used to it.

- Esenthel uses it's own code editor. It simplifies c++ a bit by using a preprocessor; but the important thing is that it's still c++! This is very important to us because other engines often use custom scripting languages which make it impossible to link to external libraries.

- The engine uses a lot of global objects. Normally i would be reluctant because of this, but in this case they work very well. It saves you the trouble of acquiring pointers to internally created objects all over the place and allows for very easy to read code.

- it's inexpensive. The license cost is really low compared to other engines out there. So while they might have some extra features, it would be good to ask yourself if your game really needs that feature. And does adding that feature make it so much better that it's worth the extra cost. Also note that the lincense is per-seat, not per game. If you create small mobile games this saves a lot of money.

- The developer is very helpful. We've had a few really non-trivial problems in the past and they were always solved within a few days.

- Aside from all these points, i believe the engine works very fast. We get good framerates mostly and when we don't it's always because an asset we accidently imported in a wrong format (like small gui images with 2048x2048 pixels, meshes with half a million vertices, ...).

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2 of 2 people found the following review helpful

almost all what i need to make games, best for indie for now(2.0 version)

  by 00000000000000000000000000000000 andrake Mar 31, 2014 at 09:46

Greetings!
i am from Russia Tomsk.
i was try: Unity3d(too much money for license);
Shiva3d(dislike rendering, too slow and hard to understand Terrain Editor);
UDK(not creating a game from scratch, just remaking unreal game, absent Android Publishing);
Gamestart3d(good engine,Best community but absent native android publishing and Emmanuel want to make it even Better, but i can't wait until he made new one Engine)
i want make games now..and for this purposes best choise for now is Esenthel Engine 2.0. Early i try this Engine 2 or 3 times but it was old Esenthel and at those time i can't understood why somebody use this, it was very strange engine i don't like this at those time.
but now it's very good engine:
* many features for 200$ android; IOS; Web(without plugins).
* you can ask new features and speed up this by money if you want(now we ask Ads support for Android and IOS ..i put only 20$ and somebody put others part and now this feature start to develop).
* many examples right inside Engine help to you quickstart develop
* very good rendering
* no need additional preparing for project before android publishing only android SDK installing

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3 of 4 people found the following review helpful

Not bad, but definitely not spectacular

  by 00000000000000000000000000000000 Stewie Jul 12, 2010 at 19:49

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.

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5 of 9 people found the following review helpful

My review

  by 00000000000000000000000000000000 bomberman Mar 02, 2010 at 11:59

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!

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5 of 9 people found the following review helpful

Researched stopped here

  by 00000000000000000000000000000000 Sarrene Jan 05, 2010 at 05:19

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+++

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4 of 7 people found the following review helpful

Graphics good, performance horrible.

  by 00000000000000000000000000000000 zbyh Jul 19, 2009 at 10:56

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.

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3 of 5 people found the following review helpful

Great Engine!

  by 00000000000000000000000000000000 Barthap Jun 06, 2009 at 06:56

I use this engine two months. I think this engine is great!
World and Mesh Editor are best features in engine. Engine has got very big support: 100 tutorials with source code. It's very easy to implement basic game code.
Engine autoupdate is very fine feature becouse I can always update engine without problems.

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0 of 0 people found the following review helpful

definitely worth to try it out

  by 00000000000000000000000000000000 nitoV Apr 20, 2014 at 10:26

So with the new pricing methods unreal engine 4 has, cry engine too, Esenthel decided to cut the price too.

The binary license is 11,40/month or 114/year. Binary includes full version support (Demo has a 64 elements restriction per project as well as other flaws) and ofc unlimited commercial application. (no royalties)

The source code version is 228/year and includes each tool the creator uses to build the engine himself.

I have purchased the previous engine version 2.0 as well as the source code version at the moment (Esenthel 3.0 basically)

I also work with Unity and Unreal 4 so I can have some basic impression on each.

Since this is about Esenthel I'd like to state my impression here.

I guess Esenthel is a nice start to begin with developing smaller apps/games to see how things work. The Esenthel Editor is a nice all in one tool where you can access several sections easily and fast. The world build is kinda good. It does not feature that variety you can come up with in UE4 or CE3.

On the other hand as said getting results is easier and faster so I guess the engine would support small teams and single developers. The engine can be good for bigger companies but I doubt with the new license models that one would choose this over UE4 for example. Especially since UE4 has c++ now.

Nevertheless with the source code variant you can build your own version of the engine and I have to say that it is relatively easy to change it into a custom engine version than for example in ue4.

About the stability: the engine is very stable as long as you dont rape it in terms of the number of objects. I tested 25,000 low poly assets to build a realistic landscape and had no problems with that. (2500 Areas in the world builder)

About the coding: the engine has its own "language" with no need of "s roadmap.

About the roadmap: there are tons of objects which are in progress or will be but some major points like more GUI customization, destructible objects, decent shaders, etc. are still not there but they will come when they come. (I mean i can code it myself but i am lazy :D)

--------summary--------

This engine still lacks of important things but on the other hand is a solid tool set to begin with. It is easy to use and the progress you have here is very good (even as an artist you can get a model into your world and get it animated really quick).

For all other things like combat systems, etc. you have to code around but that is not that different from other engine. The only point is that you have an incredible overview of what you are doing and you can switch around freely within the editor.

I guess this engine should be considered as a starter engine. Because if you take unity, ue3/ue4, etc. you can work with tutorials but the learning effect here is small while with Esenthel you have a good all in one tool where your learning effect is at least a bit higher.

I hope this helps and if not try it out yourself. It is definitely worth it. But from my point of view going with for example UE4 is only recommended if you seriously work on something and want to sell it for more than 4,99 in an app store. For hobby developers, small scale teams this engine is perfect.

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4 of 8 people found the following review helpful

Highly Impressed

  by 00000000000000000000000000000000 dragonfly3 Dec 11, 2010 at 23:48

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!

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4 of 8 people found the following review helpful

Very professional engine

  by 00000000000000000000000000000000 Masterxilo Dec 25, 2009 at 00:50

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.

---
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.

---
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.

---
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 ).

---
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.)

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4 of 8 people found the following review helpful

Facts about Esenthel Engine

  by 00000000000000000000000000000000 Anonymous Aug 21, 2009 at 11:39

Here are some facts about my experience with Esenthel Engine:

---

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.

---

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.

---

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.

---

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.

---

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.

---

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.

---

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.

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5 of 11 people found the following review helpful

Big disappointment

  by 00000000000000000000000000000000 Demostenes May 27, 2012 at 13:43

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.

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3 of 6 people found the following review helpful

Diseased pile of rat feces

  by 00000000000000000000000000000000 jerrys Mar 28, 2013 at 07:08

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).

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3 of 6 people found the following review helpful

Updated review

  by 00000000000000000000000000000000 Rubeus Mar 02, 2013 at 00:52

Recently, version 2.0 of the Esenthel tools. While the engine itself is the same for both, the rest of the development toolset has changed completely.
This is a review of the Esenthel Engine and the new 2.0 tools.

First off, I'm one of those types that likes to use vanilla C++ to code anything. The drag and drop tools, the code editors, etc I thought were nice to check stuff out in, but the C++ was where the real action was.
This mindset what brought me to Esenthel. The tools are all unnecessary(except for converting assets), and a game can be created using C++. The headers are wonderfully documented in a clear, concise way. I would say that there is some level of OCD involved in the cleanliness and neatness of it all. If there are any questions or issues, the developer watches the forums and will usually have an answer within a day, and a fix/update that addresses the issue in the next SDK release.

...Oh, the releases are usually at least one major release with new features per month, but fixes come out sometimes several times per day as they are found. There is never a want for support with this engine.

So many updates means so many bugs, right? Nope. Most are just obscure little things that most game developers would either never notice, or would code a quick patch to work around it. Esenthel, by his own admission, aims to make his engine the best he can and will fix any minor issue--even a typo in the comments. I'm telling you: OCD.

One of the cool things about Esenthel is the multiple platform capabilities. With only a sprinkling of extra code, games are playable on PC, Mac, Android, and iOS. (Unfortunately, Playstation #, Xbox###, and Wii-* are pretty far down the roadmap.)

Another neat thing is the tutorials and source code available(some at a small cost). Between them, one can easily master the intricacies of Esenthel. Tutorials range from "Hello World" to an actual working world to run around in. Source code include (for a relatively low price) a *working* MMORPG. A fully capable, minecraft-with-better-graphics, server source code and client source code.

Performance is where Esenthel seems to take the most hits. I won't say it's the fastest engine around, but it is not slow. A couple of the big performance increases are in the works, right now, and will be finished before my game is released(that's for sure!). With simpler scenes, you could expect a faster than average framerate, while in extremely complex scenes you might take a hit of about 15% in the most extreme cases. For now, that is.

Graphically, Esenthel supports all the latest rendering techniques, DirectX9/10/11(windows), OpenGL(everything else), the lighting(HDR) and all that other hubbub. The games can look SPECTACULAR on this engine, guaranteed.

Now for the Esenthel 2.0 toolset.
Everything is integrated. Beautifully.
If you want to write some code, you can still use C++, or you can use the built in code editor. The code editor has a nice benefit over C++; everything is guaranteed cross platform support. No more worrying that such-and-such has to be written this way for iOS, and this way for Android; it's all taken care of. It's very similar to C++, so there is no problem jumping right in. The "intellisense" in the code editor is one of the best I've ever seen. I've begun transferring my C++ code to Esenthel Script, and it's close enough that only a few changes are needed per file-if any at all!

Bringing in assets is as easy as dragging and dropping. Then they show up in the list next to the world, the code blocks, etc. It's that easy. There's some videos on the Esenthel website that show how ridiculously easy it is to bring in assets and get going. And there are a lot of supported model, picture and sound formats supported, so your favorite editors will work.

The coolest part about EE2.0 is the collaboration. One can set up a server to allow multiple clients to access the same code and assets. Changes are shown in real-time. So the world builder can start making his world and see the models he needs popping up in the list of models. There is NO wasted time, here.

Now, the price for Esenthel was changed since the posting of the engine. Currently, the price *including license* is $150 per seat. This means that if you are a 1-man team, it's $150. If you are a 10-man team, it will be $150 for each person that actually uses it. Maybe one of the modelers, the texture artist, the sound guy, and the guy that looks over everyone's shoulder while eating Doritos and getting crumbs in everyone's hair don't need to actually work with it, so the cost goes down.

The real question is: what reason is there to NOT use this engine? Indy and professional developers alike should definitely give this a try(a free demo is available!) if they are not aiming at the console market.

That's my two cents.

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3 of 7 people found the following review helpful

Perfect for Indie Game Dev Teams

  by 00000000000000000000000000000000 aceio76 Sep 07, 2011 at 23:22

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.

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2 of 4 people found the following review helpful

Terrible support, poor ongoing development

  by 00000000000000000000000000000000 TheInvisibleMan Apr 07, 2013 at 09:51

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.

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2 of 4 people found the following review helpful

Short Review

  by 00000000000000000000000000000000 Melus Jun 23, 2009 at 08:37

I use this engine short time, but I'm very satisfied. It's the best for learn, because he is easy and has very useful tool and large documentation.

I command this engine!

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2 of 4 people found the following review helpful

Simply the best

  by 00000000000000000000000000000000 xenno_84 Jun 23, 2009 at 07:45

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.

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2 of 5 people found the following review helpful

Fantastic engine

  by 00000000000000000000000000000000 Harton May 02, 2009 at 10:27

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!

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3 of 10 people found the following review helpful

This is just marketing hype.

  by 00000000000000000000000000000000 pacificat0r Jan 17, 2012 at 10:10

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.

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2 of 6 people found the following review helpful

Great Engine

  by 00000000000000000000000000000000 runewake2 Aug 28, 2011 at 17:20

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!

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2 of 6 people found the following review helpful

Very good, easy to use and constantly evolving

  by 00000000000000000000000000000000 kulesz Aug 28, 2011 at 11:10

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 :)

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2 of 6 people found the following review helpful

Facts about Esenthel Engine

  by 00000000000000000000000000000000 Miguel_Del_Terro Aug 21, 2009 at 11:41

Here are some facts about my experience with Esenthel Engine:

---

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.

---

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.

---

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.

---

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.

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2 of 6 people found the following review helpful

Good Engine, good Developer

  by 00000000000000000000000000000000 Jachu123 Aug 02, 2009 at 08:26

Hello, esenthel engine i very functional and easy to use game engine. visual capabilities are at a very high level and programming capabilities have no restrictions.

This is very great engine for all. :)

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Last edited Aug 05, 2014 at 03:41