Esenthel
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Vancouver CA   12, Aug — 17, Aug
London XE   17, Aug — 20, Aug
Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Latest comments
by earn to die
2 hours ago

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by Clinton Crumpler
11 hours ago

very nice!

by Remingthon
14 hours ago

Very impressive work dude!

Esenthel
Content
Tools
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"Esenthel" is a mix of words: Essential and Essence. Esenthel Engine is a Next-Gen Computer Game Engine.

General

b

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

Pathfinding

  • 2D Pathfinding
  • 3D Navmesh Pathfinding (Recast/Detour Library)

Editor

c

  • 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

b (1)

  • 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
  • 3D Model Editing
    • Mesh Editor
    • Bones Editor
    • Skinning Editor
    • Animation Editor
  • Programming

a

    • 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

Graphics

3 (1)

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

Effects

15

  • Bump Mapping
    • Flat
    • Normal
    • Parallax
    • Relief
  • Tesselation
  • Dynamic Ambient Occlusion (SSAO)
  • Shadow Mapping
    • Cascaded Shadow Maps (1-6 maps)
    • Soft Shadows
    • Shadow Jittering
  • Fully Dynamic Lighting
    • Directional
    • Point (with realistic and small attenuation)
    • Cone
    • Volumetric
  • Per-object Motion Blur
  • Depth of Field
  • Bloom
  • Glow
  • Sun with Sun Rays (God Rays)
  • Sky (Atmospheric or Skybox)
  • Sub-Surface Scattering
  • Decals
  • Clouds
  • Edge Detect
  • High Precision (64-bit) Rendering
  • High Dynamic Range (HDR) Tone Mapping
  • Water (Ocean, Lake, Rivers) Rendering with real-time reflections
  • Fur Rendering
  • Fog (Global and Local)
  • 3D Model Highlighting and Outlining
  • Cel-Shading
  • 3D Holographic Images
  • Particles
    • Soft Particles
    • Motion Blur Stretching
    • Animated Source Images
    • Custom Emitters
      • Geometry Shapes
      • 3D Models
      • Animated Skeletons
  • Screen Color Transformations

Functionalities

2 (1)

  • 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)

Animation System

2 (2)

  • 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

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

Physics

1 (1)

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

GUI

a (1)

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)

Network

a (2)

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
  • Steam – In-App Purchases and Subscriptions

Advertising

  • AdMob support
  • Chartboost support

Facebook Integration

  • Getting User ID and Name
  • Getting List of Friends
  • Downloading User Profile Photos
  • Posting on Wall
  • Scores API

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

Sound

4

API’s

  • Direct Sound
  • Open AL
  • Open SL

Supported Formats

  • WAV
  • OGG Vorbis
  • MP3

Music and Ambient System

  • Automatically plays songs from provided lists
  • Continuous or Random/Shuffle Playback
  • Crossfade

Functionalities

0

  • 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

 

Videos
Questions
Still have questions?

5 July, 2015

746 views