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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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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 to a completed terrain system by introducing Painting! With up to 8 layers of textures to paint with, users can now bring more life to their environments!


New Features

The main focus of this update was the brand new painting system however before we dive into that marvellous set of features, we wanted to redesign the UI for the Editor. For sometime, our testers have complained about the bland design which on some machines flat out broke the engine (for still unknown reasons). So we’ve brought in a completely new UI solution which has not only improved overall performance but the results (in our opinion) are a massive step in the right direction!

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With the UI covered, let's talk about the star of the update, Terrain Painting! Users can now create up to 8 painting layers per terrain object, making it a suitable solution for both small scale and open world games (such as an MMO). For each layer you can set an Albedo & Normal texture along with roughness information ensuring the realism of the PBR system carries forward into terrain! Currently there is only one terrain shader by default with more on the way along with custom shader support (just like with 3D models).

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Just like sculpting, you have access to all the same brush settings as before, including the much loved gradient tool!

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Changes and Improvements

We took a further look at the sculpting brush movement system and made some adjustments to the algorithm when calculating the intersection point in 3D space. This has resulted in a much smoother brush movement in general which is much more pleasant to use.

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There are still a few clunky aspects to it when working on steep slopes but we’re aiming to have all these issues fixed in the next update! Aside from the general movement, we adjusted the Pull/Push tool so that after releasing the mouse button to keep the adjustment, the sculpting brush doesn’t fly to the other side of the world which was a common annoyance as you can expect.

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Lastly we have set the 3D cursor so hide itself whenever selecting a terrain object. Majority of our testers liked to move it precisely using the UI rather than the cursor and it got in the way when it came to painting near the center. You can still re-enable it on terrain objects from the toolbar!

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Bug Fixes

  • No more White Screen of Death when using an Editor UI Theme
  • Fixed bug where directional Shadow Maps aren't correctly cleared from memory when switching to a different zone causing unwanted visual artefacts
  • Fixed bug where having a single skybox set up would fade to black as the day goes by
  • Fixed bug where creating a new terrain chunk didn't correctly generate the Splatmaps
  • Fixed bug where creating a new terrain chunk didn't correctly update the Editor UI
  • Fixed bug where selecting a dds texture in the terrain painting panel caused a crash
  • Fixed bug where selecting a png texture in the terrain painting panel didn't show the name of the selected texture
  • Fixed bug where selecting a terrain object wouldn't correctly load the thumbnails for the Editor UI
  • Fixed bug where creating a new piece of terrain would default to 1024 size instead of its actual size (causes unwanted massive terrains)
  • Fixed bug where brush movement on terrain chunks that had been scaled was clunky
  • Fixed bug where creating a new chunk of terrain caused the UV's to be out of line until the next restart
  • Fixed bug where selecting a terrain chunk would not show the correct texture in the Painting Layer List
  • Fixed bug where models with multiple Materials did not always load correctly

What’s Next?

With painting finally added, the last piece to our world building puzzle is some world building tools, starting with a model brush. Next time we’ll be adding in new features that will allow users to simply paint on fields of grass or entire forests in seconds, all of which fully animated with wind simulation!

Bright Engine v0.1.4a Patch Notes! - Terrain Sculpting Revamp!

Bright Engine v0.1.4a Patch Notes! - Terrain Sculpting Revamp!

News

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...

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...

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

Reply Good karma+1 vote
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Latest tweets from @gajatixstudios

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

Apr 7 2018

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

Apr 6 2018

RT @ZB_3D: The heart of the desert is contained within this shrine, it must be protected at all costs...… T.co

Mar 24 2018

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

Mar 22 2018

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

Mar 15 2018

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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