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Built on C#/XNA, allows you to create games for Windows or the Xbox360. Provides a clean game architecture from which to start your own game.
* Entity/Component hierarchy and messaging system makes creating your own custom types very easy.
* Terrain engine built-in, includes quad-tree culling, multi-texture splatting w/normal mapping, and smoothing and scaling of terrain.
* Physic engine integration, uses JigLibX Physics Engine. JigLibX uses C#, so it is fully compatible with the Xbox 360.
* Rendering/material system allows you to make your own shaders and pass variables to them very easily.
* Rendering system supports normal mapping, texturing, shadow mapping, particle systems, transparency (lacking sorting currently), and water planes (transparency, reflection, and refraction, and a simple water fog).
* Character controller allows you to give physics and input to your character and move them easily.
Note: Is currently in Alpha phase, so it is lacking a level editor/loader at the moment. As it stands the engine is probably great for a developer with programming experience to pick up and make a game with, however, because it has no editor I would not currently recommend the engine to an artist or designer.
- Object-Oriented Design Entity/Component hierarchy. Object-oriented design. Message system keeps systems completely decoupled. Very easy to communicate with any entity or system in the engine.
- Splatting Terrain splatting, supports up to three texture types, and a normal map for each texture type. Terrain uses quad-tree method for culling. Built-in terrain smoothing, and scaling to allow for large scenes.
- Rigid Body Physics system integrated with JigLibX. Allows for both simple shapes as well as triangle mesh (polygon soup) convex shapes.
- 3D Sound Sound integration is preliminary.
|License Name||Price in $US||Source Code Included?||Additional information|
|Open Source||Free||Yes||View Details|
|Uses Ms-PL license (free to use).|