Revolution is here!

Developing games is as fun as playing them using S2 ENGINE HD! The editor of S2 ENGINE HD has been specifically designed so you can immediately see the changes you make to the virtual scene:no more waiting for pre-processing operations (such as lightmaps or BSP), in S2 ENGINE HD every change takes effect immediately : the shadows will move if you move the light, day will become night if you will bring forward the time, the rigid bodies will fall to the ground while respecting the physics laws if they are placed in the scene. You can create mountains, fill them with trees and plants, create clouds, changing weather conditions in your virtual world or put vehicles and rigid bodies and see them interacting realistically with the environment, and then more ...All in just few clicks and All in real-time!

S2ENGINE HD offers some of the coolest features modern game engines can offer: Cutting-edge graphics, advanced AI, "All-In-One" integrated editor, powerful physics and animation engine.
The following is a list containing the major features performed by S2ENGINE HD 1.4.0:


  • High Dynamic Range (HDR)
  • Deferred shading
  • Threaded, non-precomputed geometry occlusion culling system
  • Terrain rendering
    • Dynamic LOD
    • Texture splatting
    • Vegetation system
    • Roads system
  • Hardware instancing
  • Impostors
  • Cascade shadow mapping
  • Omnidirectional shadow mapping
  • Spot shadow mapping
  • Projective textures
  • Sea rendering with caustics
  • Sky rendering with dynamic clouds
  • Advanced material system
    • Multilayered materials for micro and macro details
    • Subsurface scattering and translucency
    • Physically based BDRF shading
    • NormalMapping
  • Dynamic lights
  • Atmosphere scattering
  • Dynamic night and day cycle
  • Image based lighting
    • Local cube environment for both specular and diffuse reflections
    • Dynamic specular cube reflections
  • Dynamic weather system
    • Rain
    • Wind
  • Post processing effects
    • Depth of field
    • Advanced ambient occlusion
    • Screen space global illumination (SSGI)
    • Lens effects
    • Color correction
    • Bloom
    • Automatic exposure control
    • Camera and objects motion blur
    • Sun shafts a.k.a. "God rays"
    • Realtime Local Reflections (RLR)
    • Screen space antialiasing


  • Threaded animation system
  • Animation blending
  • Animation masking


  • NVIDIA Physx integration:
    • Rigid bodies
    • Vehicles
    • Ragdolls
    • Joints
    • Sweep test
    • Buoyancy


  • Music tracks blending
  • Positional audio
  • Volume and pitch control


  • Modular
  • Helpers
    • Tactical and cover points
    • Rich script library for controlling tactics
  • Steering behaviours
  • Path finding
  • Proprietary script language
  • Visual event handling integrated tool
    • Events and actions are nodes of an event tree
  • Integrated and advanced message system
    • Messages can be delayed
    • Messages can be processed and tested in-editor


  • Editor built upon S2ENGINE integrated GUI system
  • Objects inspector
    • Realtime Message handling
    • Drag 'n drop object placing
    • Drag 'n drop model assigning
    • Drag 'n drop material assigning
  • Integrated Terrain tool
    • Integrated Vegetation tool
    • Integrated roads tool
  • Integrated material editor
  • Integrated script viewer
    • External editor is accessible from viewer
  • Integrated night and day managing system
  • Integrated post processing effects tool
  • Integrated models and animations tool for managing/adjusting imported assets
  • Integrated cutscene editor
  • Integrated event handling tool
  • Project managing
    • Runtime Application "publishing"
    • Resources and assets managing
      • Resource synchronization
      • Assets browsers
      • Assets inspectors
  • Multiple external 3d formats supported:
    • OBJ
    • BLEND
    • ASE
    • 3DS
    • Direct X

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13 comments by bugbuster77 on Mar 14th, 2015

In this post I'll show you some of the major updates:


The ocean effect has been greatly improved using a multi-threaded realtime FFT solution for simulating realistic waves. Also shading has been improved introducing displacement maps, a new foam simulation system, crhomatic aberration of refraction, Subsurface scattering of waves. Now you can set a lot of params for best customizing your ocean!



In this version much time has been spent for roads editing/creation.

Terrain adaption has been improved, curve road segments using splines has been updated: Now you have more control on road shape. I've worked a lot for improving roads intersections and fix some issue. Ttracks now are composed by spline segments.


New mesh deforming tool, using splines, has been implemented for creating, for example, fences.


The road system has been extended for supporting also rivers: A new shading system which perform river foam and density has been added.



In the new S2ENGINE HD lakes can be created in a very easy way. They have a specific shader, similar to ocean shader, for simulating water with foam, caustic, refraction and reflections. Lakes also have a volume that takes into account subwater shading and physical objects reactions.



GameMachine tool is one of the major features introduced in this version. It will replace the old Event-handling tree system. It is a node-based system for visual editing of game object logic and animations.


The system is based on a Layered Finite State Machine, a new resource that can be loaded inside an object. Every layer is associated with an animation channel (that can be masked) of the owner object and is composed by states and transitions between states. In any moment an object is in a state that changes basing on events generating transitions to other states.

States are associated with an animation and execute Actions. Animations can be blended when transition occurs. Actions perform specific operation basing on their type and can use/store variables defined by user. A wide variety of actions will be available for performing all necessary object logic operations.

When run the game simulation the editor shows, in realtime, the current state of selected object, transitions between states when an event occurs and variable values. In this way debugging logic is greatly simplified.States and transitions are showed as a graph composed by connected nodes.


Weather system

Many improvements has been made in weather system technology. A new rain drops shader has been implemented: now rain is influenced by wind and has effects on all objects simulating drop splashes. A new type of decal with a specific shader has been introduced: puddle. Puddles react basing on the amount of rain in the scene:

Projected cube-map environment reflections

New type of cube map reflection shader has been implemented in addition to the already existing Sphere-map environment reflection : Cube-projected. This new type of environment projection better fits box-shaped locations (like indoor rooms) allowing more coherent reflections of the environment.


  • Time Based Lod transition mode added (as alternative to distance based lod transition)
  • Added new Tone mapping options in SpecialFX editor section
  • improved Bloom and LensFlares postoprocessing effects
  • Improved Bloom post processign effect
  • Improved Lens Flare postprocessing effect
  • Improved surface reflection shader
  • Improved Depth Based Occlusion Culling
  • Improved terrain tessellation (expecially for large terrains)


A new, more pratical, input mapping system has been implemented that lets to easly assign keys, buttons, triggers to user defined labels that can be managed inside GameMachines or scripts.

Xbox Pad support also has been introduced.


Cutscene tool has been extended to support all teewnable object and scene parameters.

Other new types of track as been added:

  • Events track that lets you to send events to a GameMachine.
  • Object Instancing track that lets you to instantiate objects on fly during cutscene playing
  • Time track that lets you to change the cutscene time speed.


Now selected track curves are showed as splines into a Curve View that lets you to easly modify keyframe position/value and track curve shape.


Now editor can load external plugin modules as extensions to its functionality. Plugin can be implemented using Visual studio S2ENGINE HD C++ SDK.

An already produced plugin is

Building Generator

With this plugin you can build any type of building from houses to skyscrapers. The tool lets you to set how many floors building must have, roofs type, windows type, balcony type, textures and many other customizable parameters. Like all other editor plugins it will be furnished separately.


Hierarchy system

Scene Hierarchy management system has been greatly improved. For example you can now easily drag&drop; items directly inside scene, on an object node, to attach them to it.


  • Added specular/reflection intensity modulation for each single material layer taken from layer normalmap alpha channel
  • Added FBX file importing.
  • Added possibility to assign materials to every single mesh object LOD
  • Added material shader quality level parameter. Quality of material can be Automatic (based on object LOD) or choosen as high, middle, low.
  • Added alpha masking for every layer of materials, based on alpha channel of layer diffuse texture.
  • Improved ambient light clippers. Now clippers are indipendent from ambientlight and can be shared between more than one ambientlight.
  • Added support for 16-bit heightmaps importing (TIFF format).
  • Improved FXAA anti-aliasing
  • Optimized decals generation/update
  • Added "AlignToWorld" option when placing/moving objects
  • Added editor object material list dialog as alternative to drag&drop; for changing object materials.
  • Added Drag and Drop of textures directly from texture browser into material layer frame
  • Improved Materials drag and drop. Now you can view material selected during dragging.
  • Now you can also delete objects in relationship with others
  • Now editor shows selected object logic relationships with other objects as lines connecting them.
  • FIXED some Physics joints issues
  • FIXED crash at engine startup with NVIDIA Drivers 334.89
  • FIXED some Realtime Local Reflections shader issues
  • Added OnlyOnRoads parameter in Decal class object
  • Added Pick Color button in Paint terrain tool, for choosing the color to paint directly from terrain color mask
  • SOLVED ISSUE: Terrain smooth fails at the borders, also when importing heightmap.
  • Added possibility to drag keyframes in daytime timeline.
  • Further General Optimization of rendering subsystem.
  • Added support for INTEL HD 4000 graphics cards.
  • Improved Particle System shading: now particle systems receive shadows from the sun.
  • Improved ParticleSystem swinging effect
  • SOLVED synchronization issue on AMD Radeon drivers
  • Added LoadFX, saveFX and restoreFX buttons in FX postprocessing tool
  • Added "Show In Explorer" command inside project browser (for showing files inside Windows Explorer folders).
  • Recompiled with Visual Studio 2010
  • SOLVED ISSUE: Sometimes vertex ambient occlusion on models isn't updated after computing
  • SOLVED ISSUE: In the model/animation tool If you add a node not beloging to current selected mask to the list of lock nodes editor crashes.
  • SOLVED ISSUE: Slope parameter in paint layer doesn't work.


With S2ENGINE HD 1.4.6 version a new license system has been adopted.

No difference between BASIC and PRO version, the basic engine/tools and the C++ SDK will be sold separately. No Royalties or additional costs after you have released your game/product. All future minor updates (1.4.7, 1.4.8, etc..) will be free, while Major updates (1.5.0, 1.6.0, etc..) will be sold with 50% discount for 1.4.6 owners. Editor and SDK updates will be sold separately.

The following is the price list that will be offer:

  • S2ENGINE HD 1.4.6: 9.99
  • S2ENGINE HD SDK: 9.99
  • S2ENGINE HD updates: 4.99
  • S2ENGINE HD SDK updates: 4.99

Plugins will be also offered separately with price starting from 19.99€ (depending on the plugin).

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Post comment Comments  (0 - 10 of 23)
ferdyfist Mar 22 2015, 4:18pm says:

Does this have networked multiplayer implemented? :)

+1 vote     reply to comment
QSN Feb 6 2015, 12:32pm says:

Interested in the engine
But can't import the model
Unable to download the plug-in
In the face of the user's help is very little
donate is very little,
I would like to suggest that

sell the game, you get 30% of its revenue

+2 votes     reply to comment
JammyGuy Oct 11 2014, 6:01pm says:

So I just found out that this engine isn't compatible with Windows 8. That makes me very sad D:

+2 votes     reply to comment
shaziabegum786786 Mar 30 2014, 11:39pm says:

NO Networking?

+2 votes     reply to comment
JammyGuy Jan 30 2014, 4:40pm says:

It looks great! Now if only it would launch...

+2 votes     reply to comment
Quast Dec 22 2013, 11:45am says:

Really the new images are fantastic
Please post some new videos for the new year ^^

+2 votes     reply to comment
bugbuster77 Creator
bugbuster77 Dec 23 2013, 4:21am replied:

I'll try to do it! :)

+1 vote   reply to comment
noyart Sep 20 2013, 6:50am says:

What programming lang do this engine use? :)

+2 votes     reply to comment
bugbuster77 Creator
bugbuster77 Oct 15 2013, 8:11am replied:

The engine is developed in C/C++. It also has a proprietary scripting language with a sintax very similar to C

+1 vote   reply to comment
Guest Sep 18 2013, 8:20am says:

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