All features listed here are the ones currently available (implemented). If you are interested in what's coming up in the near future check out our roadmap.
- Quality design
- Modern code using C++14
- Clean layered design
- Fully documented
- Modular & plugin based
- Minimal third-party dependencies
- Multiplatform ready
- Renderer
- DX9, DX11 and OpenGL 4.3 render systems
- Multi-threaded rendering
- Powerful material system
- BansheeFX language for material definitions
- Shader parsing for HLSL9, HLSL11 and GLSL
- Asset pipeline
- Asynchronous resource loading
- Extensible importer system
- Available importer plugins for:
- FBX, OBJ, DAE meshes
- PNG, PSD, BMP, JPG, etc. images
- OTF, TTF fonts
- OGG, FLAC, WAV, MP3 sounds
- HLSL9, HLSL11, GLSL shaders
- GUI system
- Unicode text rendering and input
- Easy to use layout based system
- Many common GUI controls
- Fully skinnable
- Automatic batching for fast rendering
- Supports texture atlases
- Supports arbitrary 3D transformations
- Localization support (string tables)
- Input
- Mouse/keyboard/gamepad support
- Provides both raw and OS input
- Virtual input with built-in key mapping
- Virtual axes for analog input devices
- Physics
- Implemented using NVIDIA PhysX
- Multi-threaded for best performance
- Abstract plugin interface extensible for other physics implementations (e.g. Havok, Bullet)
- Supported features
- Colliders (Box, Sphere, Capsule, Mesh)
- Triggers
- Rigidbody
- Character controller
- Joints (Fixed, Distance, Hinge, Spherical, Slider, D6)
- Scene queries
- Collision filtering
- Discrete or continuous collision detection
- Scripting
- C# 6.0
- Separate high level engine API
- Integrated runtime for maximum performance
- Full access to .NET framework
- Integration with Visual Studio
- Automatic serialization
- Works with custom components, resources or arbitrary types
- Save/load data with no additional code
- Handles complex types (e.g. array, list, dictionary) and references
- Fast and small memory footprint
- Audio
- 3D sounds (panning, attenuation, doppler effect) and 2D sounds (music, narration)
- On-the-fly streaming and decompression
- Multi-channel support up to 7.1 sound
- Multiple listener support for split-screen
- Multiple backends
- OpenAL
- FMOD
- Extensible to others
- Other
- CPU & GPU profiler
- Advanced run-time type information for C++ code
- Iterate over class fields, safely cast objects, clone objects, detect base types
- Find references to specific objects (e.g. all resources used in a scene)
- Serialize/deserialize with no additional code and with automatic versioning
- Generate diffs
- Utility library
- Math
- File system
- Events
- Thread pool
- Task scheduler
- Logging
- Debug drawing
- Crash reporting
- Unit testing
- Custom memory allocators
- Asset management
- Simple drag and drop import for many popular formats
- Automatic reimport of externally modified assets (e.g. modify a shader, see changes in editor right away)
- Asset modifications immediately reflected in-game (resource hot-swap)
- Version control friendly format
- Powerful object inspector
- Exposes script object properties for artists/designers
- Automatically generated GUI for custom classes
- Customize visible elements via attributes or create GUI manually
- Level creation
- Simple drag and drop interface
- Traditional set of tools (Move/Scale/Rotate/Select, etc.)
- Interface for creating custom 2D and 3D tools
- Prefab system
- Save parts or entire levels as prefabs so they may be re-used later
- Separate larger levels into smaller prefabs for easier loading
- Reduce conflicts when multiple people are working on the same level
- Customize individual prefab instances without breaking the prefab link
- Supports nesting and complex hierarchies to ensure maintaining complex levels is easy
- Play in editor
- Compile all scripts within editor
- Scripts and data transparently reloaded after compilation so changes may be tested immediately
- Pause and frame-step to better test and debug your game
- Analyze and modify scene while playing
- Fully extensible
- Specialized scripting API only for editor extensions
- Easy to use without needing to know about engine internals
- Extend almost anything. Create:
- Custom editor windows
- Custom object inspectors
- Custom 2D/3D tools
- Code for automating common tasks
- Game publishing
- Build a game ready for distribution from within the editor
- One click build process, just choose a platform and build
- Automatically detects only the required resources to minimize build size
- Automatically packages and outputs an executable
- Customizable frontend
- Dockable layout and floating windows
- Custom GUI skin & localization support