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 51-51 of 51

0 of 4 people found the following review helpful

Good engine at the cost.

  by 00000000000000000000000000000000 Aurora Nov 22, 2009 at 21:42

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.

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Suggest Edits

Last edited Aug 05, 2014 at 03:41