Engine default



Not specified


Supported Platforms:
Windows, Linux, Mac OS X, Nintendo Wii, Google Android

Languages Written In:

Languages Supported:

Graphics APIs:
OpenGL, Software Renderer

  (3 reviews)

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GameStart is a multi-platform 2D/3D authoring software built on top of a fully C++ engine. It has been used to produce several commercial application and games on PC and console. The editor runs on all three major desktop OS.

Supported Features


  • Object-Oriented Design
  • Save/Load System
  • Multi-platform, highly portable with a very few external dependencies.
  • Abstracted rendering system with support for both legacy and next-gen hardware.
  • Deferred rendering, realtime colored shadows for all light types.
  • Optional user created shader tree.
  • Abstracted physics back-end (Default: Bullet).
  • Import FBX/Collada/3DS and OBJ.
  • Large terrain system.
  • Compositing of multiple 2D and 3D scenes using a layer stack.
  • Complete object serialization.
  • Fixed-function
  • Raytracing
  • Deferred Shading
  • Render-to-Texture
  • Fonts
  • GUI
  • Raytracer rendering back-end for offline rendering of high-quality images.
  • Scripted render to texture.
  • Full UI system.
  • Environment Mapping
  • Lens Flares
  • Billboarding
  • Particle System
  • Depth of Field
  • Motion Blur
  • Water
  • Fire
  • Explosion
  • Decals
  • Fog
  • Mirror
  • Scripted lens-flare system.
  • Builtin degradable post-processes.
  • Freely orientable mirror system.


  • Per-vertex
  • Per-pixel
  • Volumetric
  • Lightmapping
  • Gloss maps
  • Anisotropic
  • Deferred lighting.
  • Shadow mapping for all light types.
  • Volumetric rendering for all light types (with shadows).
  • Supports all material attributes (diffuse, specular, glossiness, self, normal, decal, etc…).
  • Shader tree materials.


  • Shadow Mapping
  • PSM with optional soft shadowing.
  • Parallel split map for long range linear light shadow casting.
  • Customizable shadow geometry.


  • Basic
  • Multi-texturing
  • Bumpmapping
  • Mipmapping
  • Volumetric
  • Projected
  • Procedural Projected texture from light with or without volumetrics and shadows.


  • High Level
  • Shader tree system.
  • The simple fixed-function UI can be used to automatically build a shader tree base to work from.


  • Mesh Loading
  • Skinning
  • Deformation
  • FBX/Collada/Max/3DS/OBJ with complete scene, group, material and skinning support.
  • Shader tree controlled vertex offset.

Scene Management

  • General
  • Octrees Automatic scene visibility management system driven through editor placed hints.


  • Forward Kinematics
  • Keyframe Animation
  • Skeletal Animation
  • Animation Blending
  • Group controlled animation.
  • Unlimited animation source blending.


  • Rendering
  • Variable size and resolution.
  • Multiple terrain per scene.
  • Freely orientable.
  • Full shader tree material support.


  • Basic Physics
  • Collision Detection
  • Rigid Body
  • Vehicle Physics
  • Scripted physic system.
  • Scripted vehicle system.


  • 2D Sound
  • 3D Sound
  • Streaming Sound
  • Supports Wav and Ogg streaming.
  • Platform specific formats supported.

Tools & Editors

  • Complete IDE for resource management, scene building and scripting.
  • Full drag’n’drop support.
  • Multiple document edition with copy/paste support.
  • Unlimited undo/redo levels.
  • Script editor with syntax coloring and code completion.
  • Can run and debug remote targets.
  • Work and debug at the scene or project level.


  • Abstracted script back-end (Default: Squirrel).
  • Networked script debugger and profiler.


License Name Price in $US Source Code Included?
Proprietary Free No
Evaluation version, no publishing.
Proprietary $199.00 No
Indie version, publish on all supported desktop targets (Windows, Linux and OSX).
Proprietary Unspecified Yes
Engine source license.

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1 of 1 people found the following review helpful


  by 00000000000000000000000000000000 andrake Jul 06, 2012 at 05:05

ia am from Russia Siberia
before i try unity//then Shiva 3d
now i see to Gamestart and i am happy that i found it. there is perfect rendering.
but as i understand there is only 2 developers make it)))

first of all what i like is that material editor - shader constructor just perfect and looks cute.

when i see to scripts ..a im not afraid. when i see to scripts of UDK i am little bit afraid. as i see it better than LUA in Shiva3D

when i export my models Gmaestart show me what in my medel is wrong ....and then i fix that.

editor is easy to use - need no time to understand what is what and for what this.

- now there is no selecting for rendering in editor and for rendering for published app/

now i will be trying export my animated character to GSeditor from my Shiva project)))

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1 of 1 people found the following review helpful

Easy to use.

  by 00000000000000000000000000000000 AndyGFX Mar 26, 2011 at 15:19

I work with GS only a few months, but from my point of view is very good. Just now is it Beta, but he has potencial in :

- is very useful and user friendly
- used Squirrel script language has syntax like lua, C++ , Java and is very good for all CPP/Java fans
- work with Wavefront OBJ and FBX
- has very complex UI system commands
- one project is possible publish to different platforms
- and at last, works on low-end graphics cards too

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0 of 0 people found the following review helpful

A good engine for an Indie developper

  by 00000000000000000000000000000000 astrofra Jun 09, 2011 at 14:47

*** Disclaimer : Please be aware that I personally know the guy behind 'GameStart'. We worked together during several years and we share a common vision about what a game engine should be like. However, I'll try to keep this review as objective as possible. ***

I've been using GameStart for almost 2 years 1/2 now, as an amateur indie developer and professionally as well.

As an active member of the community, I've done so far 3 small game for a series of 'TigSource contests'. GameStart brings several major benefits for such kind of projects :

- WYSIWYG editor, to import, assemble the 3D graphic data
- A script engine (squirrel, quite close to Js or C#) to test & implement things really quick
- A graphic renderer that 'just works'.

For those who are interested, please find here the projects I've done with GameStart. All these games were made on my spare time, in a 1 month timeframe.

A demake of WipeOut, looking like a Vectrex Game :

A cockpit game, done for a 'cockpit compo' on TigSource :

Mediecross, done for another compo of TigSource :

Professionally speaking, my company was able to develop an award-winning range of car driving simulators, with a very small team (2 developers, 2 3D artists). Our simulators include almost everything that one can find in a modern game :
- Realistic physics, fully scripted hence really easy to tweak & improve
- Deferred rendering with infinite dynamic shadows, weather simulation, realtime reflections ...

The major benefit of GameStart is the ability to provide a comprehensive & robust workflow enabling a small team to build a complete game / realtime-3D-oriented project :

- using the FBX prove to be extremely usefull
- all our projects are scripted, the turnaround loop is then really quick
- the 3D editor is easy to use (copy paste, multi scene edition, multi object edition) and stable

In many occasions, GameStart allowed us to work without stress with the client over our shoulder.

My personal list of favorite features in GameStart :
- A serious & stable editor (copy paste, multi editing, drag & drop)
- Dynamic shadows for every kind of light, objects and materials (incl. transp. ones)
- A nodal editor to create complex & portable shaders
- Squirrel Scripting.
- Fully portable (my company use it both on Linux & Win).

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Suggest Edits

Last edited Dec 28, 2011 at 13:11

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