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Latest comments
2 hours ago

Guys! We need "Favorites" tab here on

Great work!

4 hours ago

My motivation wasn't to knock Cem, not as a person nor as a developer. As I said, "this is cool, no doubt about that". I was sharing my personal opinion about the price-point for a material that is so expensive (performance-wise), and pointing out the fact that the same look can be achieved for cheaper (both performance and wallet-wise). I personally find it hard to budget 10s of dollars for a single material, a single effect, etc., but that's me. Other people have money pouring out of their ears and can afford to play like that. The internet is getting less friendly as far as opening dialogues like this. People should be able to have opinions and share them, debate them, without being told to hush up and move along. I hope others buy and use this asset- I'd be curious to see how it stacks up to alternatives out there (again, as I said "I love options"). As far as making my own assets and releasing articles here? It's in the works. And if somebody came along and started a dialogue about issues, opinions they had, or whatever- I would be happy to engage them!

1 posts
0 questions answered
Bonzai Engine is a cross platform 3d engine (OpenGL/OpenGL Es) for Windows, Mac, Linux and Android platforms and is compatible with most web browsers for 3D web content.

General engine features:



  • Geometry: triangle, polygons (concave/convex), accelerated rendering and hardware data storage
  • Mesh hierarchy and LOD (Level of Details)
  • Biped/Rigged models
  • Animation: keyframe, morphing, morph target and skinning (CPU and GPU with GLSL)
  • Animation (advanced): animation state machine using anim graph, skeletal animation retarget
  • Material: color, transparency and texture maps (opacity, normal, specular, reflection, refraction, height maps), 2 uv sets


  • Material (advanced): fully customizable material using material graph (material backed with glsl shader code)
  • Shader: support for vertex, fragment and compute shaders
  • Lighting: forward and deferred lighting, light assignable per object
  • Asset manager: asynchronous loading, asset reference counter (with automatic unreferenced asset unload support)


  • Collision: box, sphere, cylinder, capsule, convex hull and concave mesh collision shapes (powered by Bullet physics and V-HACD)
  • Physics: rigid and soft body dynamics (powered by Bullet physics)
  • Game: scene graph with component based system, scriptable game objects and rendering (editor integration in progress)



Visibility: frustum culling, depth sorting, LOD

Unified pluggable IO api to read and write respectively from and to: file system, jar, zip, gz and lzma; and read from class loader and network (http, https, ftp)

UI/Widgets with OpenGL based rendering UI system

  • Widgets: label, button, slider, check box, radio button, combo box, panel, scroll pane and popup.
  • Events: mouse, key, mouse wheel and focus events listener (Swing alike)
  • Layout manager (vertical/horizontal and grid layouts)
  • Theme support: fully customizable widgets, two default themes available (one theme is a third party)
  • Xml/Json support: layout and theme can be stored/read in easy editable xml/json file
  • Asynchronous ui texture loading and support of atlas texture (texture packing, sprite)
Still have questions?

18 August, 2015