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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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 bugs managed to make it through in-house testing. In the 0.1.3 update series we’ll be taking a step back from new features to improve and repair the existing systems in preparation for the terrain rework patch coming later this summer!

New Features

As already stated new features will be a bit dry for the next few updates as we focus on upgrading the existing mechanics of the engine, however some minor additions have been made in the name of performance. Starting with new Render Panel settings for texture quality control. Everyone has different GPU’s each with varying amounts of vRam so in order for developers with weaker cards to work on highly detailed scenes without running out of memory, Texture Quality can now be manually adjusted from within the editor.

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Furthermore, Mipmaps are now properly integrated to allow for Texture LOD to occur in-sync with Model LOD. The two work together to save you time in manual distance value setting for each object, as well as giving options to override the mipmapping system all together for massive objects such as background cliffs.

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Changes & Improvements

Performance is something we want to get near perfect, not only because everyone likes a high fps but also to enable you to build whatever you want without having the feeling of being visually limited by our software. We have gone through a good portion of the main rendering code and managed to remove or improve algorithms to reduce overhead and while there is far more to be done, the results so far are looking great!

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Tested on an Intel i7 3770k processor.

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Tested on Nvidia GT 740 to compare performance on older card.


Aside from performance we changed a few default settings for user convenience. New Projects now have some default Cubemaps set up for use in skyboxes. Creating new Emitters that use the Timeline Settings no longer defaults to a Velocity Modifier of 0 preventing any form of gravity or velocity forces from working and causing confusion. And Lastly, fog had a small tweak, we’ve added a new Gradient Setting when using the Exponential Fog Method to give you complete control over the falloff blending. (This has replaced Methods: Exponential 01, Exponential 02)

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Bug Fixes

  • Fixed bug where Disabling Bloom caused the viewport to become tiny.
  • Fixed bug where AO was out of line until the Editor was re-sized.
  • Fixed bug where deleting a created Room caused a crash.
  • Fixed bug where selecting a newly placed room caused a crash.
  • Fixed bug where deleting a placed room that was selected, caused the 3D cursor to linger.
  • Fixed bug where loading a model with no UV Data would cause a crash.
  • Fixed bug where when switching to a different zone, some of the data from the previous zone wasn't correctly cleared from memory (memory leak).
  • Fixed bug where a warning was given about a non-existent animation set when there aren't any animation sets in the project.
  • Fixed bug where some data from Models wasn't being removed from memory when switching zones (memory leak).
  • Fixed bug where some data from Rooms wasn't being removed from memory when switching zones (memory leak).
  • Fixed bug where Changes made to Emitters wouldn't appear in the main editor unless it was restarted

What's Next

With all the major bugs and memory leaks now squashed and sealed up, we can draw our attention to introduce the long awaited Automated Instanced Rendering system! Draw calls will drop rapidly and frame draw time will drop with it laying the groundwork for the upcoming dynamic foliage and wind simulation system!

All performance tests are performed in the engine demo scene included in the installation.

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 v0.1.2c 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...

Bright Engine v0.1.2b Patch Notes! - Performance & Optimisation

Bright Engine v0.1.2b Patch Notes! - Performance & Optimisation

News

This latest update brought a much needed rework on several systems while also laying the foundation for upcoming systems such as Light Probes, Baking...

Bright Engine v0.1.2a Patch Notes! - Particle Revamp!

Bright Engine v0.1.2a Patch Notes! - Particle Revamp!

News

As we said at the end of the last patch notes, we’ve taken a step back from terrain sculpting to focus on optimisation and general improvements to the...

Bright Engine v0.1.1 Patch Notes! - Optimisation & Performance Patch with Terrain Sculpting

Bright Engine v0.1.1 Patch Notes! - Optimisation & Performance Patch with Terrain Sculpting

News

Over the past month the development team have been hard at work redesigning a lot of the core systems to improve performance. The bulk of it is still...

Comments
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

Reply Good karma+1 vote
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

Reply Good karma+1 vote
amjrl
amjrl

Hello, I thought I would post about Bright Engine. This engine, so far looks very promising. Bright Engine has a really well done animation manager.. Not even the big engines out there can compare to what Bright Engine has, especially the particle editor. which Is very easy to use as well. This engine has a cube manager which is extensive as well as an Engine diagnostics mode with GPU information.

All in all the Bright Engine looks great and works very well, I can’t wait to see more being developed.

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Cysis145 Creator
Cysis145

Thank you so much for your kind words, glad to hear you are enjoying the Engine so much! :D

Reply Good karma+2 votes
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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

Jun 15 2018

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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RT @ZB_3D: The heart of the desert is contained within this shrine, it must be protected at all costs...… 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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RT @GajatixStudios: The Bright Engine IndieDB Page is finally live! Come check it out! :D Indiedb.com #indiedev #gamedevT.co

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The Bright Engine IndieDB Page is finally live! Come check it out! :D Indiedb.com #indiedev #gamedevT.co

Mar 14 2018

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