Esenthel Engine
Esenthel Engine is a Next-Gen Computer Game Engine.
"Esenthel" is a mix of words: Essential and Essence.In development:Since Year 2000.Supported Platforms:
- Windows, Xbox
- Mac, iOS
- Android
- Nintendo Switch
- Linux
- Web
Used by: Hundreds of Developers Worldwide.Key Features:
- Very Easy to Use
- Advanced Graphics and Physics
- High Performance
- Low Memory Usage
- Unlimited Sized Worlds
- Collaborative Development
- Auto Publishing
- 100+ Tutorials and 90+ Documentation Pages Included
- Frequent Updates
- Rock Solid – Zero Bug Tolerance
- Free!
Full Source Code Included:https://github.com/Esenthel/EsenthelEngine/Collaborative Editor:The Editor is designed from the ground up to be collaborative, which allows to instantly see any changes that other team members make to the game.
The Editor can be used in offline mode as well, any changes to the project will be synchronized once it gets online.Advanced Graphics and Physics: Engine supports a wide range of devices, from browsers, mobile phones/tablets, laptops and desktop computers.
It can be configured for low quality / fast performance setting, and high quality for more powerful GPU’s.
Powered by Nvidia PhysX allows complex physics simulations having thousands of dynamic objects on the scene real-time.
Supports plenty of graphical effects, such as – Bloom, Glow, Real-time Dynamic Shadows, Ambient Occlusion, Motion Blur, Depth of Field, Tone Mapping, Sun Rays, Fog, Cel Shading, Normal Mapping, Parallax Mapping, Relief Mapping, Tessellation, FXAA / SMAA / TAA Anti-Aliasing and many more!Dedicated Cross-Platform Programming Solution: Esenthel features Code Editor functionality, allowing to edit game codes, exactly the same way on all platforms. Code Editor is integrated in the Engine’s Editor, and automatically handles compilation for all platforms (it is integrated to work with Visual C++, Xcode, NetBeans and Android Toolchain). You can write codes once, and they will work on all platforms!
Esenthel’s Code Editor features a unique ability to write C++ codes -without- having to create .h header files.
This single feature greatly speeds up programming process, as you don’t need to waste time on making header files, rearranging your classes/functions as the Code Editor does that automatically for you.100+ Tutorials and 90+ Documentation Pages Included: Esenthel Editor comes preinstalled with more than 100 tutorials included, additionally you can browse the documentation online here: https://esenthel.com/?id=docHeaps of other Features: You can see the vast list of features over here – https://esenthel.com/?id=feature_list
Windows version creates games for Windows, Android, Nintendo Switch and Web.
Mac version creates games for Mac, iOS and Android.
Linux version creates games for Linux and Android.
Steam User 89
This engine is actually around for quite some time. It is new on Steam and perhaps this is not the best place for it, but having used it on quite a few projects over the last years I can only say it is a very neat tool. I don't write that much reviews on steam, but I think the earlier review for this project are bit unfair. So I've decided to write down some thoughts of my own.
It's complicated
Esenthel is not easy. But keep in mind that 'easy to use' often also means less options. You cannot really comprehend the software fully when you've only spent a few hours on it. Evaluating a game engine takes months.
Yes, some engines will overwhelm with a few very cool tutorials and spectacular effects. But really, do you think this tells you anything about how fit the engine will be for your next big project? Perhaps a few months in, you'll discover that certain things you had in mind are just not possible or very hard to implement because of the way the engine is conceived. I think you need to complete at least one project with an engine before you really know if it's good or bad.
About intuition
This engine is not very intuitive. But once you take the time to learn how everything fits together, the workflow is great. And there are a lot of video tutorials and manuals on the website to get to that point. Not to mention the forums, which are particularly helpful.
In the end you'll spend weeks or even months developing your first project. And hopefully more will follow. So ask yourself: how important is it that you have to spend a few more hours reading manuals before you're up to speed? Intuitive buttons save time when you're new. Lots shortcuts and a flexible toolset save time EVERY time.
Collaboration
Making a game is hard work on your own. Esenthel is quite good for teams. Working together on a 3d world works like a charm, art creators can import their work with drag & drop: syncing with other team members happens automatically. Code can be synchronized too.
Of course you'll be able to do this with most other game engines. Just saying it works just as well with Esenthel.
Getting help
Ever tried to ask a question on a dev forum? Take a look at the esenthel forum. Almost every question that's decently phrased is answered. Devs are really trying to help you out.
You can also get help from the developer. He's quite active on the forum too. This is a big advantage compared with the big players out there. He actually listens (but doesn't always agree with you, of course :-)
I think that about 10 times over the last 3 years I needed a new feature added to the engine. Mostly it was added in a matter of weeks, sometimes even days. This matters a lot of you're depending on an engine. (I don't think Unity would have listened to me, but of course I'll never know for sure.)
C++
The reason for using the Esenthel Editor instead of Visual Studio is that it does makes your work easier. Esenthel uses a precompiler which automatically generates your header files, constructors and includes. It also figures out by itself where you need a pointers instead of references. This takes away some of the more tedious parts of programming. But the output is still c++, making your code a lot faster compared to script based engines.
You can also link to every other c/c++ library you can think of. Most other engines don't allow that for the basic licenses.
Oh, and if you're serious about c++ programming you can also get the full source license for only double the price. If nothing else, you can learn a lot about how to create 3D software with this.
Licensing
Esenthel has a quite permissive licence. You can do about anything you want, as long as you include the logo at startup. You're free to sell your software any way you want, with no extra cost. Esenthel won't ask for a sales percentage, unless you use the Esenthel store. You're free to create any kind of software (as long as it's not a game engine). By comparison, CryEngine will not even permit you to create simulations or serious games with the basic license.
Conclusion
I'm not sure if Steam is a good place for this kind of software. I recommend you visit the Esenthel website and start from there. The software is not easy to learn but very capable. If you're serious about game development and need an affordable option, you should consider this. Especially if you're a programmer with a preference towards C++.
Oh, and don't let the visual design scare you away. People seem to believe that good looks make you code faster or something. If you're one of those, you can always use another skin or even create one yourself. But of course it hardly matters.
Steam User 13
Get it from the Website! Its Free now! You can create games without any payfees now. Its also much more uptodate than this one here on steam!
Steam User 37
I have been working with Esenthel for a few months now and my experience so far has been great, it's a well featured engine that is very easy to use, with a good amount of tools a clean API and over a hundred well documented tutorials that guide you through the use of most of the engine's functionality. The engine is receiving updates constantly, the developer has a zero bug tolerance policy and along with the rest of the community is very helpful on the technical side of things.
So to be more specific the user interface is very simple to use and functional. The Project Tab is where all the functionality starts, it is built around a drag and drop mindset and it reveals what tools need to be visible depending on the task you are working on without clamping the screen constantly with unnecessary information.
Importing assets is as simple as a drag and drop and the terminology used is self explanatory. A pop-up hint bar usually presents what additional information is needed so learning how to handle and navigate through the engine wasn't a problem.
The world editor offers all the functionality that is necessary to make good looking terrains such as heightmap, material/mask and colormap importing, all sorts of heigh editing tools along with the very necessary custom heightmap brushes, material, color and object painting tools with masking, terrain and grid align, translate, rotate and scale functionality.
But where the world editor truly shines is the very smooth built-in world chunk streaming system that allows for as good as infinite non-instanced worlds. One thing that is missing though and could speed up your workflow is the ability to group assets but last time i checked the feature was on the road map.
The object editor offers the usual transform tools along with a very useful Mesh LOD creation system with info on mesh logistics, collider and bone creation and manipulation tools, ragdoll tools, custom object parameter and class assigning system and mesh part specific functionality.
Finally the API is well written and documented and the engine has a well thought-out and clean structure. The supported language is C++ that is the industry standard for its performance and low level control but without a doubt you have to have a basic C++ knowledge or at least you have to be willing to learn in order to use it. The built-in code editor that is included features a powerful Auto-Complete system, an advanced search tool and is using a professional C++ compiler such as Visual Studio to compile the scripts for all the supported platforms. Along with the above the code editor acts as a pre-compiler that offers some very handy C++ Improvements in areas such as header (.h) usage, forward declaration, operators and more.
Esenthel as with any other software has its pros and cons in comparison to the competition and where it might lack some features it sure has other features that are lacking from other well-known engines so it's well worth evaluating before you end up on a choice for your product. As a final word Esenthel is a complete tool made with professional standards that is well worth using.
Steam User 8
I would like a refund please. This was an awesome engine but I dont really need this. I have other things I have to do and I don't want to waste my 12$ on a month im not able to even use it. I bought the full verson and haven't played over 2 hours, so I would LOVE a refund :/ AMAZING ENGINE FOR PEOPLE WHO ARE NEW TO THIS, AND AMAZING FOR THE PROS TOO! :D
Steam User 9
im trying to make a free to play game and then green lite it to steam but this is just to hard and complex
Steam User 2
I used it more off steam but the Engine good first timer
Steam User 8
Had trouble u need to be a intermediate or higher to use