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07 Oct 2011 - Beta 10U5 - Motion Blur, SSAO, Bloom, Noise & a new FBX importer

A new release is available bringing EGL post-processes up to speed. The FBX importer has been improved and handles mutiple animation takes and unit system rescaling.

17 Sep 2011 - Updated Mediecross Project - Knight's Run

The Mediecross game project has been updated to adapt to the new input API changes. This is the latest version of the project which includes several graphical improvements.

17 Sep 2011 - Beta 10U4 - Rendering, Terrain Fix & New Input API

A new update is available. The input system has been vastly improved and will require small adjustments to your project. All known terrain issues were fixed along with a large number of smaller issues. Grab it now and get...

 
 
 
 

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Post-Processes in GameStart B10U5 - 10/9/11
June update - Toward a stable release - 06/18/11
 
 
 
 

About GameStart

Assets Browser


Easily navigate your project assets using the thumbnail-based Assets Browser.

Quickly identify the asset you need by visualizing it. Each thumbnail displays additional information about the resource it represents in a tool-tip. Should you prefer the OS native selection dialog, an option is available to select the default browser mode and by pressing the Alt key you can invoke the alternative mode at any required time.

GameStart supports drag'n'drop for most operations, from item instantiation to material assignation. Just drag a thumbnail from the assets browser over an object and you're done!

State of the Art Renderer


The GameStart renderer is one of the most advanced in its class. The renderer supports both Forward and Deferred shading.

Both the forward and deferred paths support an unlimited number of lights and a very large common base of post-processing effects. The forward renderer is the ideal option for lower-end hardware while the deferred renderer can take advantage of the higher-end hardware increased memory bandwith to reduce the number of primitive to process.

As a developer you do not need to choose between the performance cost of deferred shading and the hardware features of forward rendering such as MSAA and alpha-to-coverage. GameStart provides reliable output in both modes.

Fully Configurable


GameStart provides extensive configuration options.

Rendering options can be adjusted on-the-fly without restarting the editor, all important keyboard shortcuts are configurable, you can bypass the builtin script editor or the assets browser and use the OS native dialog.
Even an optional dark theme for the night owls... at no additional cost!

The choice is yours to setup everything so that you feel at home with the editor.

Multiple Everything


GameStart supports opening and working on multiple documents at once, for every supported resources. And full multiple-selection properties edition.

When working on several parts of a project it is very handy to be able to quickly lookup another part of the project, another detail or object and if needed copy it from one scene to another. The same goes for properties edition, you cannot always plan everything right the first time, by allowing multiple-selection properties edition GameStart encourages iterative development.

Extensive Physics Support


GameStart has an extensive support for Physics simulation through the Bullet Dynamics library.

Full rigid body setup can be achieved from within the editor. Static, kinematic and dynamic bodies are fully supported and multiple collision shapes per body can be created and configured. Physical properties such as mass, friction and restitution can be specified per physics shape and the resulting configuration will automagically work.

Be Productive!


Instantiate scenes into scenes.

Take a fully configured scene with a complex skinning setup and several scripted components, and drag'n'drop it right over another scene viewport. Presto, you get an instance of your scene in another scene! From this point on, any change applied to the source scene will be passed onto all instances. All scene attributes are supported, from scripts to physics setup.

Build blocks of items with or without interaction capabilities and build complex levels in a matter of minutes!

Script Editor


GameStart brings a comprehensive IDE including a fully integrated script editor. This script editor is intelligent and will parse your sources to build a complete database of your classes, members and variables.

The auto-completion feature lists all the available symbols in your project, including the entire GameStart API, serving as a documentation and a disambiguation method. The editor also comes in two different color schemes to adapt to the sensitivity of your eyes.

Of course, should you want to, GameStart can use an external script editor too.

Complex Shaders made Easy!


With GameStart, creating a state of the art shader is not a matter of coding! Thanks to an extremely advanced and easy-to-use nodal editor, GameStart empowers any artist with the opportunity to assemble rich, complex and animated shaders.

Without a single line of code, the nodal editor brings you a comprehensive toolbox of instructions blocks to design any material with subtle reflections, layers or crisp bumpiness in fully portable way.

What was a privilege of the feature film industry is now available in a realtime 3d engine, without the need of a 3rd party plugin.

Built-in Scripts for Rapid Prototyping


At GameStart we truly love 3d applications and we strive to give developers the ability to prototype rapidly their ideas. In this perspective, GameStart is bundled with a growing list of built-in scripts.

- Do you need an object to emit a sound that fades in the distance? There's a built-in for that.
- You want your NPCs to scout and follow the player within a certain range ? The AI chain of built-in will do that for you in a few clicks.
- You just modeled and textured a brand new architectural project for your client and you need to show it from a first-person point of view? Just add the FPS built-in to a camera and you're done!

Each of these scripts were designed with rapid application development in mind, with their own GUI and not a single line of code to write.

Revision Control Friendly


From the early beginning, GameStart's core filesystem and storage scheme were designed to be compatible with any of the existing Revision Control systems.

Every production-level scene, geometry, material or script files are text-based, thus making them human-readable and fully compliant with SVN, GIT or CVS. This production format is then cooked and converted to a platform efficient representation at publishing time.

GameStart intermediate development file format combines the benefits of a text-based, endian-independent and extremely compact scene and geometry files.

Unicode and TTF Support


GameStart handles your texts in Unicode strings and renders your TTF fonts using the FreeType engine.

Russian, Japanese, Chinese and many other non-latin languages are fully supported. The Unicode texts are completely handled by the scripts, thus making the localization of your project really effortless.

In addition, the complete GUI system of GameStart can format your paragraphs, including the type justification, size, tracking or colors.

 
 
 
 

 
 
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