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Bright Life gets its own Quixel Megascans-inspired asset browser and a complete material customisation system.
A complete breakdown of how Bright Life's 3D mesh generation system was built and the challenges that came up along the way.
Complete breakdown of how Bright Life's node editor was created using WinForms .NET and Telerik and the challenges along the way.
Bright Life starts to take shape with a new user interface, integration of OpenGL, and the core of the PBR rendering pipeline.
Continuing on from the upgrades introduced in R2, the engineering team have been redesigning major parts of Bright Engine’s rendering system. Plenty...
It’s been two months of an architectural overhaul for the Bright Engine render pipeline. The engineering team have been making substantial changes to...
After months of programming, the time has come again to show off what our engineering team has been up to. A lot of under the hood architecture has been...
This update is the first of several to bring Open-World support to Bright Engine starting with various performance improvements, as well as the long-awaited...
This update aimed to make substantial improvements to the engine’s existing systems, namely landscapes. The entire terrain system and dynamic foliage...
The scripting system is now approximately 40% functional with six of the core classes now fully implemented! We’ve also completely revamped the diagnostics...
This update takes the first step to making Bright Engine production ready with the introduction of scripting! We are proud to reveal the new Development...
This update we’ve fixed a plethora of bugs while at the same time, introduced a wide array of upgrades, both in terms of capability as well as performance...
We finished 2019 with a bang and now after a challenging four months of work we are finally ready to announce Bright Engine v0.1.7a! This update brings...
In this update, we took a step back from adding new features and focused on improving existing systems drastically, while fixing up quite a few annoying...
This update we continue down the path of gameplay implementation with cameras and audio systems! We’ve brought about lots of new features once again...
After a trying few months, we are finally ready to unveil the next update for Bright Engine. As we stated in our last patch notes, this update series...
Here we are at the final update of 015 update series, happy to present a significantly more stable engine! We bring this update series to a close with...
After two months of vigorously sweeping through thousands of lines of code, ripping out old systems with new ones and altering the architecture of the...
To kick start the first of many updates in 2019 we begin with the 0.1.5 series. As previously mentioned in the 0.1.4c patch notes, this series of updates...
This series of updates have had the goal of creating comprehensive tools for world building and so we are finishing it off with two new tools: Dynamic...
Last patch we brought about a comprehensive sculpting system that allowed for complex terrain structures via easy to use tools. Now we take one step closer...
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...
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...
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...
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...
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...
This latest update brought a much needed rework on several systems while also laying the foundation for upcoming systems such as Light Probes, Baking...
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...
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...
Over the past few weeks we’ve been pushing ourselves that much further to ensure that everything would be ready on time for the Stage 2 Alpha. As a...
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