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The SunBurn Game Engine, by Synapse Gaming, brings the latest AAA game technology to XNA Game Studio. As a natural extension of the XNA framework, SunBurn’s familiar design makes it easy to create new games, or integrate into existing XNA games and projects.
Quickly build games for Windows, Xbox 360, and Windows Phone 7 - no porting is necessary, simply create games in C# code then run on Windows or deploy to a retail Xbox 360 or Windows Phone 7 phone.
Sell your games online, on Xbox LIVE Marketplace, and Zune / Windows Phone 7 Marketplace. No DevKits, contracts, or any expensive software are required.
With full support for the XNA Game Studio content pipeline, SunBurn is compatible with the top modeling, animation, and texture applications.
Easily plug in custom and 3rd party code, libraries, and systems. Easily override built-in methods, or completely replace built-in systems with custom components.
Access to low-level objects such as effects, shadow maps, lights, helper objects, and more, for custom renderers, scenegraphs, and more. * Deferred Shading * Render-to-Texture Lightweight, flexible renderer provides both Synapse Gaming’s advanced deferred rendering and traditional forward rendering, allowing you to choose the ideal technique for your project.
Efficiently handles hundreds of visible dynamic lights and a variety of lighting models. Built-in shadows use shadow mapping with continuous level-of-detail (LOD), allowing objects to cast shadows onto the scene and themselves (self-shadowing).
Ultra-fast built-in GPU accelerated light mapping can bake-down complex scenes in seconds. Light mapping uses the same rich lighting and shadows as SunBurn’s dynamic lighting.
Automatic material-level ambient occlusion, indirect lighting, and soft fill lighting create radiosity-like visual effects, and volumetric lighting adds depth to the scene.
Custom shader properties are editable through both the SunBurn editor and material files. SunBurn provides automatic lighting, shadows, material (bump, specular, …), and fog support to custom shaders without writing any additional shader code.
Detail based on height map data for easy terrain creation, and to support dynamic effects like procedural terrains and real-time erosion. Full control of mesh tessellation, level-of-detail (LOD) distance, and more.
Trigger events when objects collide and non-collideable object pass through one another, and create custom collision handling code.
In-game world editor provides control of scene objects, lighting, shadows, materials, terrain, and environment. See real-time changes to externally edited assets like textures in-game while working.
Built-in project manager allows artists to work on projects entirely from the editor, without ever opening Visual Studio.
|License Name||Price in $US||Source Code Included?|
|Indie license--Includes core features only. For self-published and self-funded games.|
|Pro license--Includes all features. For self-published and self-funded games.|
|Studio license--Includes all features. For 3rd party funded / published games, simulations, visualizations, and more.|
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