Flax Engine -- An Upcoming C# 3D Game Engine
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- Опубликовано: 3 окт 2024
- Flax Engine is a C# powered 3D game engine that will soon be available in beta. It's certainly entering a crowded market, competing against the likes of Unity, Godot, Xenko and WaveEngine, does this engine offer enough to compete?
Well, even before it's available in Beta, it's already got an impressive renderer, a solid Editor and the component based scene graph you would expect from a modern game engine. Perhaps most impressively, it's also got good documentation. This video takes an early hands-on look with the Flax Engine.
Links:
flaxengine.com/
docs.flaxengin...
Fun fact: Wojciech was an intern at Silicon Studio to work on Xenko ^^
He started to work on his engine a long time ago though.
New Game Engines are arriving every week
i hope one day the same happens for 2d animation editors, it's a lost art that only big expensive software is profiting of and in most cases cloud based
More like every day, Christ talk about oversaturated
I see it as good thing, more alternative for us!
it's not the same Dredd, ideally you want a lot of tools for making raster images, if you want an example of a potentially interesting case take Krita with it's timeline, Layers and Timeline should be a separate entity which in many cases most open source projects do not support, to date there are only 3 realistic alternatives to make accessible 2d animation, ClipStudio Paint Pro and the tier that follows it, Krita (which tends to be a bit unstable) and Pencil2d, an old revived project that still manages to crash changing settings, there are other alternatives like PAP4 that are free but discontinued and some other programs that go for the vectorial route which aren't quite the ideal for 2d, not for me at least
Have you heard of ASEprite before?
It's like unity and unreal has a baby
LOL
LOL true
unreal has an st
To clarify few things (I'm not a dev... but a user) :)
Flax is made in C++ but API and Editor are written in C#
Scripting is compatible with VS 2017 too
Thanks for the video! By the way engine core is written in C++.
Its u real engine and unity Child xd
It says it's a "Revolutionary Game Engine". So the question is, what's revolutionary about it?
I guess it's just a marketing thing, i think every engine says that, even older ones like irrlicht has on their website "state of the art features"
Dumb programmers thinking they are gods!
Didn't you see the awesome presentation they included in the engine? It's like a unity RUclips tutorial from the early 2009. Such a revolution!
It's good that they're embracing C# since today's trend in development is "don't worry about small things and get things done and working" which is also why flat UI like that is popular nowadays (no excess details like shadows, emboss, etc. and just show what the button is for)
The more competition the better for the game devs.
Looking forward to trying it out.
Engine with powerful potential!
The coding API looks super similar to Unity. They even say themselves: "If you’re familiar with scripting in Unity it will be very easy to start coding with Flax."
Perhaps they see a niche in Unity community that they want to exploit. They will probably try offering something Unity doesn't.
Yes, for example "nested prefabs" which unity doesn't have and flax has (in-dev, but currently working well)
That doesn't seam like a reason to switch, especially since Unity will get that in next update.
On top of that, Flax is more expensive, what ever you make, you pay 4%. Unity will charge only if you make over 100k, which 99% indie devs don't.
Looks good (really good), but always there is a but :)
Although C# can be used to generate multi-platform games or projects for at least all three main platforms, Windows, Mac and Linux, Flax looks to be headed at Windows only (mainly at this stage). I hope to be available any Linux version as well.
There is currently support for Win32, UWP, and XBONE (all directx based platforms) although OpenGL backend is planned (probably already implemented) and support for linux + mac is planned in the future (as well as PS4)
I don't really see how this is different from Unity and Unreal Engine TBH...
I think what really lacks for now is a programmer-oriented game engine, something that doesn't require to use a editor, with for example the ability to import any assets at runtime with a single line of code/script, etc.
As a programmer, I prefer to write some code instead of having to figuring out which menu to open, which button to click, and where to drag/drop stuff, and I feel there's not a lot of full-featured and well-maintained "KISS" game engines.
You can load a collision mesh too, and other mesh for lods, having to launch an editor for that is totally unnecessary.
I like how Urho3D works : the engine is 100% usable by itself. There's an editor, but you don't need to use it if you don't want to.
It allows to have a much simpler workflow, for example in my (in dev) game, I just have to write a small manifest file and put it + textures files + fbx (animation + collision mesh + lod) in the game's folder, and that's it ; same for sounds, terrain (using heightmap + other maps for vegetation, etc.), and so on.
This would also allow modders to add their own assets easily, using standard formats, without having to complete a 14-step registration process in order to download a massive bloatware just to add a tree to a game.
However, the out-of-the-box rendering pipeline isn't impressive at all.
Writing a manifest isn't faster per say. However, it allow much more for the same stuff :
- Custom workflow : This allows to use your usual/favorite tools : my every day text-editor, file-manager and windows/tabs manager, instead of the ones embedded within the editor.
I'm a big fan of using the right tool for each task, instead of a Swiss army knife.
- Validation. For exemple in Unreal Engine 3 (it's probably the same for every engine) you have to assign a mesh, texture, etc. to an archetype (ie: game object's template), but nothing prevents you to select the wrong ones, or none at all.
Whereas using JSON/XML (and schema) you can very easily enforce game-specific rules, for example, every weapon templates must references an inventory icon.
- Engine-abstraction. I can switch to any engine I want (as long as it provide access to asset loading functions, either directly at game's runtime like Urho3D, or using an ediotr plugin or source-hacking to use Unity, UE4, etc.) without having to re-import and re-set each property for every assets.
*This is the main reason I chose Urho3D, because I wasn't sure (and still ain't) that I won't switch at some point.*
Typing paths isn't required : you can use either a file-manager that allows to make an hotkey to copy file's path, or use a IDE/text-editor that inserts file's path when you drop a file in the text.
Updating file path (if some some reason you want to move some assets in another folder) is just a matter of text replacement, sed or any half-descent text editor can do that.
Finally, I have near 5000 assets files (most are placeholders) and I have no issue at all to manage them, since I can use the best tools from the past 50 years for each job, instead of being limited to what the engine's editor provides.
"...but it will eventually be a commercial engine." - ah, yes, this is my stop. I'm gonna go ahead and get off now
@@UlrikBrun-ir7mh Xenko isn't bad and it's 100% free :)
Default lighting setup and shaders are okay. Unless they're going to be using a FLOSS license though, I see no reason not to just use Unreal with a C# plugin instead of this Unreal clone.
I Like what I 'm seeing. Let's hope the coding will include a realistic foliage package with wind animation. Animated trees always pushes the the point scoring up!
... and why do we need this engine?
I don't have anything against it, but WHY?
It is compatible with linux so that's good deal
Duality Engine on steroids
It looks really powerful for their first version! If they add Visual Scripting, I might consider using it! but first need to know their License! thanks for sharing!
This looks exactly like UE4 but with some things switched around. I hope they add something like blueprints though!
I'd like to see a new engine that runs on the MonoGame framework as it is the successor to XNA. Torque Game Engine has used XNA.
Game engine saturation
hardly, though i wouldn't blame you to believe it following this channel, otherwise i'm sure you'll be aware only of the few most sounding engines like Unity, Source or Unreal
It would be great if you can update this topic with the new upcoming 0.6 version.
Don’t scroll through the comments here’s your summary:
- 80%: People talking and making jokes on how similar (rip off) it looks to Unity / UE4.
- 10%: People saying the engine doesn’t offer anything to compare against others in the engines masterrace.
- 10%: People complaining about their campaign claiming the license will switch to commercial software.
I can't get enough of game engines, especially the c# one! As always big thanks Gamefromscratch to keep us updated.
Will it became open source once released?
Not open source, listen at 0:34
Is The C# Coding. Is Just The Scripting System? Or The C# Coding is Actually What Flax 3D Game Engine Written in?
Says "Flax Engine and all related tools, all features, all supported platforms, all Editor source code, all complete projects and Flax Samples with regular updates can be used for free."
So its open source-ish then why clicking on "get started now" redirects to Download page "Open beta coming soon…" ?
Open beta for a game engine what the hell is this ?
I am more looking forward to xenko now that it is open source and gaining more people
Can someone explain to me why you should choose any other engine than unreal or Unity for 3d development? I mean I'm an artist so going for an engine that doesn't have a humongous amount of support from other users is a no go.
But even if you are a programmer there will come a time where you will need help, so the same problem.
And why learn an engine that will left behind after a while? I guess it will, since both unity and unreal spend more money in development, have larger teams, with more experience and ofcourse larger user base therefore way more feedback.
Nice))
Why are all these 3D game engines so much alike in UI? For what reason did this program need to be made if it's so much of a clone?
I guess it wont be available on Linux. Open sourcing this engine would be a great idea.. But it's true that this engine is not something we need, I mean there are already engines that do what it does or will do... If the developers don't innovate, their engine won't last for long, that's for sure
Avaliable in Linux?
it's Windows only for now
Ok its looks like Unreal but is not as mature and feature rich like Unreal and they still have the GUTS to ask for 4% of revenue over 3000, if that is case anyone with two brain cells will choose Unreal, has better features, is mature and better support, there is a lot other game engines who offer similar or better features for less cost or free, sorry to be naysayer but this project look doomed from the start, but let see what they offer in the future and judge because of that.
Unity clone number : 573990
Unreal Engine clone with c# instead of c++ or blueprints
Sure... why not. I have nothing better to do
looks like unity with metro Theme.
"Deckals"
mafiesto kiedy redstone
Why you are not making videos on armory engine ?
I made about a dozen?
Why do most of non top5 engines have such bad user interface?
Please put the download link
More game engines))
Is Open Source?
Open Source ?
Materials look better than Unity
Taking the boat too late since indie gaming is now almost dead(refer to steam numbers), thank to all the crappy games made by juveniles thinking they are developers when the fact is they are way too young to have any serious skills and you cannot buy experience and talents since it's come from years of practice! They put a player character and buy a cheap zombie from the market and call it a game!
That is why i don't use Unity anymore! it's literally cancer if you really think about it... the asset store is the worst thing ever created for a game engine!
I drop unity last December and i switch to UE4 and i am a happy guy now and i didn't have to spend close to 1 k to make UE4 do what i want like i did with unity. Also when i ask a solid question i get a very good answer on the UE4 forum instead of a bunch of kids improvising them self as developers.
no
new game engine using vs2015....... horrible!