Bright Engine is a Light-Weight C++ Rendering platform aimed towards, Real-time rendering for both Video Games and Cinematic Animations. It is still very early in its life-cycle, but has been designed with scalability in mind allowing for any form of project to be created. From a first person shooter to a Massively multi-player online game.

The mission is to create a robust development tool that acts as a viable alternative to other mainstream products by providing complete control and customisability, allowing the Engine to suit any project while still remaining simple and efficient to use. While the Editor does the heavy lifting, you can go into the heart of your project and edit the source code of the executable to achieve anything you want (including adding your own custom or other 3rd party libraries).






Bright Engine has undergone and still continues to be rigorously tested by a growing community of dedicated game developers who have ensured maximum stability with each new update.

If you are interested in Bright Engine and want to snag up a free copy you are welcome to join the Discord community to ask questions to existing testers, get real time development progress updates or even download the engine to try it out for yourself!


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We’re kicking off this next series of updates with a smaller but necessary update. We’ve done a complete overhaul on the Terrain Sculpting system, adding new tools as well as improving the old ones, while at the same time, laying the foundation for the coming updates!


New Features

The core focus of this update is the new Sculpting system. While its controls are still the same, the brush movement is significantly more fluid and no longer getting stuck at certain angles (which was an absolute pain as many testers expressed)

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All the original tools are still in place but have been joined by a newcomer, the Ramp Tool! Integrated into the flatten tool, the ramp allows you to..well..make ramps. Simple set the angle of the ramp you want to make and then brush away! With ramp making now part of the features available to the user, the toolbox is certainly powerful!

Raise/Lower

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Pull/Push
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Flatten
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Ramp
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Flatten Smooth
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Smooth
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Stitch
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We also brought about an additional unplanned feature, the Grid Movement System. Particularly useful when slotting things together, the Grid system allows you to make precise movements of objects using the 3D cursor ensuring everything aligns correctly within your scene!

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Changes & Improvements

Not much to discuss here for this update since efforts were focused on the new features but some minor adjustments to the Editor UI has further improved the fluidity of the engine workflow, making it more intuitive when adjusting values as well as providing helpful tool tips on various elements to give a brief explanation along with any potential shortcut keys, saving you having to constantly look things up in the documentation.

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Bug Fixes

  • Fixed bug where some outputs for the Undo/Redo system were still being triggered when they shouldn't have been.
  • Fixed bug where sculpting terrain would not update the vertices normals until after reloading the zone, causing lighting errors.
  • Fixed bug where a scene with only one point light which casts no shadows caused the entire scene to go black.
  • Fixed bug where the Flatten/Ramp Tool height visual indicator didn't render.
  • Fixed bug where after using the Stitch Tool, the blue highlight would not disappear.
  • Fixed bug where a mouse click would trigger Matrix recalculations for Instanced Rendering.
  • Fixed bug where animated models would fall out of sync with SSAO rendering.
  • Fixed bug where Animation Override Speed didn't cause the desired effect.
  • Fixed bug where the calculation of camera distance from an object would sometimes spit out enormous numbers.
  • Fixed bug where the Animation Settings for an object would be disabled unless you re selected that object.
  • Fixed bug where bloom threshold didn't apply correctly on terrain.
  • Fixed bug where switching zones while in sculpt mode caused a crash

What's Next?

Now that Sculpting is in a much better position we are moving onto the long awaited Terrain Painting system! While it has been in the pipeline for sometime now, it's finally going to be making its first appearance in v0.1.4b! Aside from the painting we want to layout additional groundwork for the final stage of this update series which is the introduction of a much better asset placing system along with dynamic foliage and model brushes!

If you are interested in Bright Engine and want to snag up a free copy you are welcome to join the Discord community Ask questions to existing testers, get real time development progress updates or even download the engine to try it out for yourself!

Bright Engine v0.1.3c Patch Notes! - Performance & Optimisation

Bright Engine v0.1.3c Patch Notes! - Performance & Optimisation

News

This final entry in the 013 update series has brought some closure to the missing settings of the world panel, with room & weather transitions to give...

Bright Engine v0.1.3b Patch Notes! - Instanced Rendering

Bright Engine v0.1.3b Patch Notes! - Instanced Rendering

News

After the success of eradicating all the known bugs that survived the World Panel update, we have spent the last few weeks working in a more improved...

Bright Engine v0.1.3a Patch Notes! - Performance & Optimisation

Bright Engine v0.1.3a Patch Notes! - Performance & Optimisation

News

The new world panel brought a plethora of new features and settings to use and abuse, but given the size of the update it wasn’t surprising that a few...

Bright Engine v0.1.2c Patch Notes! - Environment Re-Work

Bright Engine v0.1.2c Patch Notes! - Environment Re-Work

News

This update brought the conclusion to the 0.1.2 series and is the biggest update released to date. The Game Clock is here along with the Room System...

Comments  (0 - 10 of 13)
CrikeyMate
CrikeyMate

Very promising, I love the concept. Keeping a tab on it.

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Cysis145 Creator
Cysis145

Thanks! We'll continue to work hard and post plenty of updates as we do! :)

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SyazAmirin
SyazAmirin

HI! Everything looks really cool! Just wanna ask, what's unique about this engine than the others? Unity is easy to use and Unreal... well, beautiful graphic. Yours?

Is it sounds rude? If it is, SORRY!!

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Cysis145 Creator
Cysis145

No need to apologise its a perfectly valid question!

Unity and Unreal are undoubtedly powerful tools but have become very unfocused by trying to attract every project possible (meaning that extra steps have been forced into the pipeline in order to account for everyone using it). Our goal is to try make the process of achieving desired effects and systems more streamlined and simple without forfeiting capability and power to the user. For example setting up a day and night cycle in Unity or Unreal requires messing around with scripting (or nodes) and can cause confusion as you try to make the system more complex. In Bright with a few clicks in the Editor you have Skybox blending, lighting transitions, fog, sun/moons & weather all ready and done for you. And if the Engine hasn't got a setting you want to adjust, there is nothing from stopping from using custom shaders to achieve the desired effect until its implemented into the engine by the dev team. So far we think we're on the right track and a few of our testers agree, though there is a lot of work left to go.

Aside from all that, we simply wanted to create a tool for our own projects in the future and share it with our growing community who have been helping from day one to improve the engine! :)

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SyazAmirin
SyazAmirin

Thanks for the detailed explanation! As I don't really like to develop games in 3D, I just keep looking at your engine. Sorry! Although, if you do start to focus on 2D, do tell us(The community...)!

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Cysis145 Creator
Cysis145

Well technically speaking a 2D game is actually in 3D space with an orthographic camera system. We're currently focused on developing all the 3D side of things but once we introduce a comprehensive camera system for in Editor Game Testing, it really won't be difficult to add the 2D support with the way everything has bee set up so far! :)

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Guest
Guest

Hello,

i have one question!
can you use it for game maker studio 2?

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Guest
Guest

i mean like particles?

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Cysis145 Creator
Cysis145

I'm afraid not, the particle system has been created to work exclusively with Bright Engine. I'm not entirely familiar with Game Maker Studio 2 but I do believe that they have their own Particle System

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Guest
Guest

Where to download this?

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Cysis145 Creator
Cysis145

Simply join our Discord community all downloads are available from there and it'll give you direct contact with the devs and other community members! :)

Discord.gg

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RT @GajatixStudios: The latest update is out and its the biggest one yet! Come see what our Dev's have been up to! :D… T.co

Jun 16 2018

The latest update is out and its the biggest one yet! Come see what our Dev's have been up to! :D… T.co

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RT @GajatixStudios: Bright Engine v0.1.2a Patch Notes have been released! Come see what our Dev's have been up to! :D… T.co

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Bright Engine v0.1.2a Patch Notes have been released! Come see what our Dev's have been up to! :D… T.co

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Bright Engine v0.1.1 Patch Notes have been released! Come see what our Dev's have been up to! :D… T.co

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