Windows, Mac OS X, iOS, Google Android
Languages Written In:
C/C++, Obj-C, Assembly, Proprietary
- 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.
- 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
- Deferred Shading
- 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)
- 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
- Particle System
- Depth of Field
- Motion Blur
- 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
- 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
- Holographic Images
- MMO Framework (Client, Server)
- TCP/IP, UDP
- Downloading File from url address
- FTP support
- 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
- Nvidia PhysX and Bullet engines supported
- Rigid Body
- Character Controllers
- 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
- 2D Pathfinding
- NavMesh Pathfinding
- Sample AI tutorials included
- Color Map
- Normal Map
- Bump Map
- Specular Map
- Glow Map
- Reflection Map
- Detail Map
- Macro Map
- Deferred Renderer
- Forward Renderer
- Simple Renderer
- Shadow Mapping
- Cascaded Shadow Mapping
- Shadow Softening and Jittering
- Stencil Shadows
- "Unlimited" world size support
- World split into "areas"
- Frustum Culling
- 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
- "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)
- Mesh Loading
- 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
- Writing custom shaders
- 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
- C++ support
- Esenthel Script support
- Code Editor tool featuring - built-in C++ compiler and support for Visual Studio
|License Name||Price in $US||Source Code Included?||Additional information|
|Ultimate - Full Source, Unlimited Games|
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.
A perfect engine for game programmers
I have been using Esenthel Engine since February 2007 and I must tell that it is the best engine which I have ever seen. Everything what author of this engine wrote about it is true. It's fast, easy and has a lot of features. What's more everyone who work with EE has a brilliant technical support. I think that Esenthel Engine is really better choice than another engines like OGRE.
And finally - if you and your team wants to make a real game and work with professional engine you should try Esenthel Engine immediately.
Engine which I was looking for.
I'm absolutely amazed by this engine, it has huge potential. Just by the look on supplied tutorials you can see that it's very easy to use.
The graphics are top notch - you won't find any better rendering quality than you can find in this engine.
Features are great and very well developed, everything is ready and awaits to be used.
The API is extremely clean and very well commented.
This is exactly the thing which I was always looking for.
Try it immediately - you won't go back to any other engine!
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.
Esenthel Engine review
If you want to have cheap (and free for non-commercial use), fast, stable, extremely easy to use engine with great support from engine creator and help from very nice community - now you know where to find it. Esenthel Engine is truly high quality, good optimised solution that allows you to create any kind of game in really short period of time. I recommend this engine to everyone - from newbie to professionals.
Loved this engine
I tried so many engines and when i noticed esenthel i quikly moved to it.
It's awesome, exelent graphic options, easy to use and the libraries are very complete and useful
Try it and you will never use another engine ;) I promise :P
Amazing engine with the best Support
I've been using this engine for almost a year and I must say that is the best one that I've used.
The support is amazing and is constantly being updated.
The new Directx 11 and Mac support features are a great asset to the engine, and acording to the RoadMap new good features are yet to come.
The best point for this engine is that it's FREE to use, and only 200USD for the commercial use.
The only down side I can see is the Gui support that is simple, confuse and limited. But has the minimum for game pause menus.
I recommend it to everyone :D
Super, once you start useing you'll never go back.
This engine can do thing most other engines that are free can't. I can really only compare it with Open Source engines because until now I've only used Open Source engines. It's very stable, and the support is great even if you haven't bought a license.
I gave it a minus one ease of use just because it's c++, but it have over 100 tutorials that come with it so that's not really a problem, you just have to read a few programming books ;p
We are using the engine in our company for almost a year. So far we are more than satisfied. The support and vast amount of features is excellent. The development of the engine is so fast it's sometimes hard to keep up ;) There are no problems with stability (literally zero crashes or issues). The engine is becoming more powerful with every day.
The best engine.
I use the engine less than a month.
I am very happy that I am using this engine.
Forum offers quick help. .W all helped me. is really a great engine has a lot of guides, many of which can be learned.
Sorry for the mistakes but I am not good with English
I've been using the engine for quite a long time, and since I've discovered that it has appeared in the engine's database I've thought I write a short review about it.
I've tried many engines and this one suits my needs perfectly.
First of all let me say that it isn't another game maker, this engine is designed specifically for the professionals being built on c++ architecture. So it isn't click-click-play, but gives you instead the bigger control over the game codes, which allow you to change the behavior of game objects, add custom classess and so, giving almost limitless freedom. From what I've seen so far you can easily make any kind of game in the engine.
Some may see this as a disadvantage making it harder to learn, but for making pro games, this is definitely the way to go, once you'll check the tutorials you'll see that it's actually very simple to code games in it.
A few words about graphics, while being a man who pays very big attention to details, I must say that the engine has one of the most advanced graphics out there, very complex shader system, and a lot of special effects.
The other thing that must be mentioned is the speed of development. I was very surprised how fast the engine grows with new features and functionality, almost every few days I can launch the autoupdating tool, and incorporate new engine features into my game.
What else? I haven't mentioned the tools, the engine comes with a package of multiple tools, including most importantly World Editor and Mesh Editor. Tools are very well designed, after playing with them for some time, my opinion is they are both very easy to use and very powerfull as well.
As for the stability, everything works like a charm. From the several months of working with the engine I've encounter at most 2 issues, each of them were solved in less than an hour since reporting.
Final Word? Get the engine, it's worth it.
Good engine at the cost.
After using the engine for some time, i can only say this so far:
The engine is packed with features, for the price you pay, you get top dollar in features in return (and they work!).
The engine is easy to use, however, some things can mess up, like the Material editor wich i wished where by itself and not build into the mesh editor, and some functions is more annoying then useful (like rotating textures on mesh by accident, almost everyone use UV mapping).
The engine is stable, i have yet to have anything crash on me, and the FPS is really really good (but still need alot of optimization.
For support, the forum is decent for support, the "owner" / creator is there to answer what you might have of issues, and quick to fix eventual bugs.
However, if you can use UDK for your project, i highly recommend that one too.
Last edited Jun 29, 2012 at 16:54