Announcing the SunBurn 2.0 Game Engine

Hello SunBurn community!

For the past six months we've been quietly working on an awesome new version of SunBurn - one that takes what you know and love about SunBurn well beyond lighting and rendering.

And today we're very excited to announce the upcoming SunBurn 2.0 Game Engine.  :)


Game Engine?

You bet!  When we launched SunBurn 1.0 our goal was to first evolve SunBurn's lighting and rendering technology based on the features you (the SunBurn community and XNA developers!) wanted and based on how you create games.  But ultimately our goal was to round out SunBurn into a complete game engine.

Many of you have seen bits and pieces of our R&D work, and heard tidbits of information in the forums, but the depth of SunBurn 2.0 goes beyond anything mentioned so far.  While we will be rolling out details in the near future, I can give a few quick teasers...

 

SunBurn's new collision system, perfect for many games and much lighter-weight and faster than available physics systems.

 

SunBurn's world editor, import and place scenes, props, and even individual meshes from within a model.  Also edit object and material collision information.

And many, many more new features, but you'll have to wait for later blogs to read about those, and to hear the details of SunBurn's collision system and world editor. ;)

We are also posting our first ever public road map, showing the features we plan to implement and in which order (approximately).


Upgrading

As many of you know SunBurn includes free access to all minor version updates (for instance all 1.x releases), and SunBurn 2.0 is definitely a major version upgrade.  However you probably also know that we really hate the idea of paid upgrades, so we are not charging for the upgrade:

SunBurn 2.0 is a free upgrade
!

If you are new to SunBurn and purchase before SunBurn 2.0 is released you will also receive the free upgrade when it becomes available (as well as access to both SunBurn 1.3 and 2.0!).



New Editions

SunBurn 2.0 is the perfect opportunity to tidy up our various product editions and better structure our product offering.

Probably the best example of necessary cleanup is the "Community Games" or "Community" edition.  Obviously the name made sense during the six month period the Xbox LIVE Indie Games channel was called "Xbox LIVE Community Games", but now it's out of date and way overdue for a change.

We're also reducing the entry cost for new XBLIG developers by moving away from a platform-tiered product, to a feature-tiered product.

In short all SunBurn Engine editions will allow developers to publish entertainment games on any, and all SunBurn supported platforms (eg: all SunBurn Engine 2.0 developers can create and release both XBLIG and Windows games, regardless of edition).

To differentiate the editions we are introducing a feature delta between tiers.  The new editions are:

Edition Indie (was Pro) Pro (was Community) Studio (unchanged)
Publish on Windows Yes Yes Yes
Publish on XBLIG Yes Yes Yes
Publish Non-Entertainment Games
No No Yes
Forward Rendering Yes Yes Yes
Deferred Rendering No Yes Yes
Post Processing No Yes Yes


The upgrade path between SunBurn 1.x and 2.x:

SunBurn 1.x Pro -> SunBurn 2.x Indie (both same price)
SunBurn 1.x Community -> SunBurn 2.x Pro (both same price and same features)



We realize this may impact some SunBurn 1.x Pro (now SunBurn 2.x Indie) developers, as some features changed.  However SunBurn 1.3 will continue to be available, supported, and will keep its previous feature set (and Windows only license), so you can continue developing your games unaffected.

More info about the upgrade path is coming later, but we are planning to offer an inexpensive upgrade path for SunBurn 1.x Pro developers who are interested in moving to SunBurn 2.x and want to keep the same feature set.

Overall this lineup is a lot more clear, makes more sense, and should help new developers better understand the relationship between editions.


More to Come!

There is a lot more info to come and many new features to introduce, so look out for more of our announcement blogs!

I'm sure there are questions about new features, edition changes, and more.  If you have any questions, comments, or concerns let us know!

-John Kabus


Posted 10-05-2010 6:55 PM by JohnK "bobthecbuilder"
Attachment: blog-coming.jpg

Comments

Nick Metnik wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-05-2010 7:44 PM

Damn, can't wait for this!  You guys really continue to step things up, your product is the best money I've spent on indie development.  I really regret the other 2000 hours I spent trying to perfect my own lighting system before I came across this ;)

Keep up the great work and thank you for making the upgrade free!!!

zoid wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-05-2010 8:46 PM

After eagerly commenting on one of the videos you posted earlier, I must say I'm AMAZED at this news! And knowing you guys, it'll all be of the highest quality :)

Thank you!

Philippe Da Silva wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 2:42 AM

Congratulations to you guys! Great move forward!

One simple comment on the videos which are great but are lacking some sound and music ;)

Also, talking about sound, make sure we can somehow intercept collision Contact and Intersection events so we can add ours ;)

Nelxon wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 5:19 AM

This is really awesome. I can't wait. Now I all have to do is focus on art assets and gameplay mechanics instead constantly trying to create a world editor.

Question:

Is the Physics Engine multi-threaded and does it support hinges or joints (for ragdolls)?

Thanks for all of your hard work.

sid8ed wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 8:30 AM

Will 2.x be released in 2010 or is it going to be a 2011 release?

Also, will the engine/editor be able to place behaviours or other components onto objects?

Great work! And I can't wait to send you guys $$$.

Biino wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 9:35 AM

Awesome! I have so many questions regarding the  physics that I think I better wait :P

sirhans wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 11:18 AM

Woo7!

Tom wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 2:44 PM

Looks sweet! Is the new collision system suited for quick projectile/ray collision for rockets/bullets?

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 3:26 PM

Hi guys, thanks!

@Philippe, the system includes events for collisions, which you can use for sounds, game events, and even to override the collision's reaction / response.

Objects can also be triggers, they can kick off events when other objects pass through them.  Which can be used for teleporters, automatic doors, jump pads, and more. :)

@Nelxon, glad to help! :)  We haven't rolled our multi-threaded work into the collision system.  The system is lightweight enough we haven't had the need for it yet.

Complex physics like hinges, joints, collapsing walls, and similar are better simulated with a full physics system.  SunBurn's collision system is designed to be super lightweight and fast.

@sid8ed, definitely in 2010.  The goal is the ability to set behaviors on objects in-editor, but we're still working out the details.

One problem we're trying to avoid is the "Component Mania", which plagues other software. :)

Ideally we'd like developers to be able to add simple and reusable event handlers to objects without having to write full classes for simple components.  All while still providing the depth of a full component (if needed).

@Tom, not currently but ray casting is on the todo list. :)

CJ Bailey wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-06-2010 6:49 PM

Oh lordy!!  This looks awesome!  The collision system looks like a godsend!  The reason I've avoided using JigLibX etc. is because I don't want all the complex physics gumpf (i.e. bloatware)... I just want a nice simple, fast collision system.

Thank you sooooo much for the free upgrade guys.  Sunburn has been the best purchase I've made in a long time!

dug diamond wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-07-2010 1:02 AM

One more step up the evolutionary ladder.

WTG team ;)

Israel wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-07-2010 2:34 AM

Hi

Really awesome, congratulations. My opinion is the same, is the best purchase i have made in game creation.

one question. Will Sunburn 2.0  include particle system?

eoigames wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-07-2010 6:53 AM

I only can to write a word: WOW!!!!!!

I really need the engine, I can't wait for it! It seems to be awesome, congratulations.

eoigames wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-07-2010 6:55 AM

I only can to write a word: WOW!!!

I really need the engine, I can't wait for it! It seems to be awesome, congratulations.

blackpanther wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-08-2010 12:29 AM

John,

Quick question is the new version of sunburn going to have automatic instancing? (meaning if we add multiple same objects to a scene will the new editor automaticly setup instancing or do we still have to manually do that)

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-08-2010 12:19 PM

Hi guys!

@Israel, we're tossing around the idea of a particle system, but it would likely be in version 2.1 or later - we'd prefer to spend a lot of time working on system like that to make is very flexible.

@panther, excellent question! We've been looking into how best to implement this via the editor without the interface being clunky or confusing. SunBurn will ultimately have this feature, it's just a question of when (likely 2.1 or later). :)

BigDaddio wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-08-2010 4:48 PM

What do you mean Component Mania? Both TX and Unity use components for easily extending their engines to do anything, I was working on a component to use SB in TX at one time. We (the TX community) have already have made components to use Farseer and Jiglib physics.

Anyway I am very interested in this new engine. Will it be a binary only like Unity? Will it have prefabs or templates? Withoiut particles or instancing, how can I really make a game with it. How and can I extend it to do something you may not have thought of? Do you need engine experienced beta testers?

enough questions? I'll have more ;)

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-08-2010 9:15 PM

Hi BigDaddio,

SunBurn uses components (call managers) for all its major systems like rendering, scenegraph, collisions, avatar rendering, shadows (to a lesser extent), and even the editor. :)

Plugging in custom components that extend SunBurn or replace its built-in systems is a snap.

In fact there are several great community physics resources that wrap BEPU, JigLibX, and (I believe) also Oops.

It's a great and very flexible model.  We're now assessing how to best approach object-level components.

Being able to extend objects, bind input / controls, and override built-in behaviors is great, but having to add stock features like rendering and collision is not. :/

We recommend DPSF for particles, while third party, it is free and in our opinion an excellent library.

As for hardware instancing, that's not required to create a game, but we do have excellent examples on the site showing how SunBurn supports it out of the box (via code) if necessary.

Let me know if this helps!

Duckocide wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-09-2010 7:16 AM

Fantastic news. Does this mean my work to integrate BEPU physics in Copernicus One with Sunburn is somewhat redundant? I.e Is your physics engine as good as the BEPU one (feature wise)?

phenty wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-09-2010 7:34 AM

Will Sunburn 2.0 be based on (or work on) XNA 4.0?

Philippe Da Silva wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-09-2010 9:31 AM

Yes Phenty, it will be based on XNA 4

Tom wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-09-2010 11:17 PM

@ Duckocide

I don't think the Sunburn collision/physics system can replace BEPU for your specific game. You seem to use a lot of floaty object collisions and I believe the Sunburn implementation is best suited for simpler collision tests without the more complex angular velocities etc.

One thing I'd like to see is a character controller out-of-the-box and ConvexHulls (if this could prove useful performance-wise compared to the static triangle collision seen in the video)

brianjlowry wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-11-2010 1:14 PM

Is there new information about the 2.0 release? I'm starting a new game, and don't want to rewrite everything to work with the newest release.

Dean Wadsworth wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-11-2010 6:27 PM

awesome!!! Can't wait! Just got SunBurn Engine today it's fantastic and 2.0 even more so :)

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-12-2010 12:01 AM

Hi guys!

@Duckocide, for physics heavy games like Copernicus One you'll probably want to use a dedicated physics system.

However for most games, which drop a player / ai in the world and need them to interact with it, SunBurn's collision will work great. :)

@phenty, sorry - yes, SunBurn 2.0 uses XNA 4.0, for some reason I forgot to mention that in my blog.  From 2.0 forward SunBurn will use XNA 4.0.

XNA 3.1 developers can still access SunBurn 1.3.x, which uses XNA 3.1.

@Brian and Dean, more info on 2.0 coming shortly!

Thanks guys!

benishere2 wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-12-2010 7:05 AM

Wow, can't wait! My current object placement system is a bit of a laugh :)

Nate "Vulture" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-12-2010 2:52 PM

I've already got my own game engine in place for my current game in development, but I'm still pretty excited to try this out.

awesome stuff guys and keep up the good work!

bryanedds wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-16-2010 12:08 AM

I have several concerns.

I already have a game engine with more and better stuff than the engine stuff you're adding. I hope you maintain a future version without all the extra engine bloat. I don't need it or want it - it would just be bloat to me. When I bought a rendering engine, I didn't want anything less, and I certainly don't want anything more.

Moving stuff around in the SunBurn editor contradicts how my engine does things. To move something around, you manipulate the _physics_ object (BEPU, in my case), not the _visual_ object. The visual objects get their transform information from their physics objects, not the other way around.

I am pretty disappointed you decided to do useless engine features instead of adding basic rendering functionality like water, particles, and skinned animation...

Where ARE your priorities?

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-16-2010 12:40 AM

Wow, that's a lot of unnecessary alarm. :)

Like all of SunBurn's major systems, the collision system is implemented as a manager (component) that plugs into SunBurn.  If your game or engine doesn't need collision simply omit the component and use your own collision instead.

Also you don't have to place and move objects in the SunBurn editor, you can continue using your own editor instead.

If you choose to use SunBurn 2.0's collision system then scene objects are both collision *and* visual objects in one - you will no longer need to interact with them separately.

Our priorities are rounding out SunBurn, so new projects can get started out of the box without modification.  It sounds like a good idea to us, and so far it's working very well. :)

bryanedds wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-16-2010 1:49 PM

So, while the SunBurn's rendering progress stagnates, you work on physics and engine stuff that advanced users already have and can do better than you. Awesome.

You may be satisfying your wider user base, but you are alienating users like me who just wanted what they paid for - a rendering engine that is being improved over time at a reasonable pace.

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-16-2010 3:28 PM

@bryanedds, SunBurn's rendering hasn't stagnated, in fact there are several big new features not yet announced.

Just because you're not privy to the lasted awesomeness doesn't mean we're not working on it. ;)

But to answer the bigger questions; Do we focus our efforts on the "wider user base"?  Well, yes.

We'd be doing the SunBurn community a disservice by focusing on features only a handful of people want or use.  So instead we focus on what the greater community wants and needs.

bryanedds wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-16-2010 3:36 PM

John,

You are of course right to serve the wider user base. I guess I just want you to recognize the trade-off your making and that my concerns, while niche, are valid.

Anyways, I look forward to see the rendering goodies you guys are working on ;)

cheers!

Laurentius wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-17-2010 5:42 AM

Hi John,

if I look at my game (action RPG) and the reasons I use a physics engine (PhysX - I develope for windows only ...) for collision detection (I don't need real physics/joins or whatever), some features come to my mind.

Will your collision system feature:

- a simple character controller ... walking on static mesh & terrain will do

- object picking by raycasting (skinned + nonskinned)

- box/sphere -> sunburn terrain collision detection

And I hope the upgrade Pro 1.0 -> Pro 2.0 really is inexpensive as I bought sunburn pro because it's feature complete for windows developement and not for the XBox publish thingy.

Anyway ... keep up your awesome work!

Lars

pete street wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-17-2010 9:24 AM

Wow, this is great news!  I've been searching around for months now for a new engine, with Sunburn being one of my possibilities, but the world editor just got you a new customer!

I do have one question -- will the sgMotion library be updated or at least work with Sunburn 2.0?

Thanks for all the great work you guys do for the community!

Tom wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-17-2010 10:57 AM

Hi,

The SgMotion library will be updated shortly after the 2.0 release.

pete street wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-17-2010 11:47 AM

Thanks, Tom.  You rock!

LeeC22 wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-17-2010 7:43 PM

I gotta say, I'm with bryanedds on this one. The product is (or was) the "Sunburn Lighting and Rendering Engine", yet we seem to be now adding Game features (and changing the product name/function), whilst the core lighting and rendering opportunities still seem vastly underused.

I mean, do we have any form of AO implemented yet? Because that seems to be a majorly requested item for a lighting engine. Maybe not full screen, but object-to-object proximity based AO would be massively useful. You can't pre-bake AO to cater for movable objects.

Yes we could write our own shaders to emulate lighting attributes, but we bought a pre-built engine so we wouldn't have to. Do we have volumetric clouds (or any kind of clouds), particles, grass, water or weather? All of these are basic rendering components, and I would think a higher priority than collision, which is nothing to do with rendering or lighting.

"We'd be doing the SunBurn community a disservice by focusing on features only a handful of people want or use. So instead we focus on what the greater community wants and needs."

No disrespect, but when those wants and needs fall outside the purpose of the original product sold... then surely they are not the concern of the creators of something "function specific". Collision is neither Lighting or Rendering, and it's a little irksome, to think that we lack relevant features, and get irrelevant ones in return.

I mean, you recommend a third party particle engine, but you include collision... I don't get it myself.

I'm sorry if people find this post negative, but Sunburn wasn't free, or cheap... therefore I am concerned. If you have relevant features in progress John, then now might be a good time to put our minds at ease, over what they might be.

bryanedds wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-18-2010 2:05 AM

Lee articulates my concerns very well.

Let me put it another way, too. If scene objects are to have physics on them, they are going to need additional fields to configure their physics. Now, if you're using a traditional design (which may not be the case, so please clarify), those fields must be added to each scene object whether physics is used or not. That makes the lighting engine's memory footprint that much bigger and hurts performance (more likely cache misses) for everyone.

I understand that your casual users want this or that added to their favorite middleware product, but that doesn't mean it makes any sense from a technical standpoint. To avoid scope creep, you sometimes have to say 'no' to the majority of your users.

As to the engine development, I'm working on something open source to satisfy what your users demand. It's only a couple of months into development, but a preview version is up for people to toy with -

sourceforge.net/.../xigameengine

Hopefully Synapse will decide to concentrate more on lighting stuff in the future and allow the open source community to concentrate on the stuff that is seemingly (to me anyways) beyond the product's scope.

paul_blamire wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-18-2010 8:55 AM

Hi Bryan,

I don't agree with you re the lighting vs game engine thing but that's fine, as a commercial product all feedback is valuable and I'm sure SynapseGaming would never expect all their customers to want the same thing. I just wanted to make sure that you understand I'm 100% behind your right to give open and honest feedback.

You said in your last post though that you were working on a new engine to satisfy what his (Johns) customers demand. I just wanted to respectfully let you know that you don't speak for me when you say that.

I hate to be cynical but for all the enthusiasm and talent of the developers most game engines for XNA have ended up being abandoned for one reason or another, for example Blade3D, Reactor3D, Ox, X-Engine (and many more no doubt).

I really want an XNA game engine to succeed so that indies can choose to spend more time on making awesome games rather than low level features. Ultimately it will be the quality of the games on the XBLIG channel that will decide it's future. Realistically I think that it will need to be a commercial offering to offer the longevity and support to build a large community around.

That said I genuinely hope that you and your team are successful with your new engine, as I have a lot of respect for anyone who contributes to the open source scene.

Kind regards,

Paul

bryanedds wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-18-2010 10:36 AM

Paul,

Your cynicism is warranted. But it should not be unique to game engine sofetware. Most software libraries get discontinued at some point. Every software dependency you form entails a risk, and your personal judgment is your best guide.

As far as thinking commercial dependencies are automatically superior... Well, let's look at SunBurn. It's closed source, so you have to wait months for even simple bug fixes. If it gets discontinued (an equal likelihood for free and commercial software), you don't have the source code to extend it. Worst of all, you can't tune the product to you game's specific needs, which vary widely among all games. Not only do you take a dependency on the functionality, you take a dependency on the company and their release cycle.

As to Ox, it was only abandoned so I could start work on Xi. Think of Xi as a spiritual successor of Ox. So Ox isn't dead, but shall live on in a far, far superior form in Xi (once I get Xi more fleshed out, of course).

paul_blamire wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-18-2010 12:46 PM

Hi Bryan,

Thanks for your measured response. I think I agree with you on virtually every point.

Although not clear from my original post, I'm not automatically in favour of commercial software over open-source (I use plenty of oss).

Having spent 6-months writing a simple physics engine as my first XNA project (plus the cost of all the books to get me up to speed on some of the maths and collision handling) I think I now really appreciate the value of some good middleware.

If I did use open-source and found a bug in the physics/lighting/collision handling, I'll be honest and say I'm not sure I could fix it even if I wanted to, not because I can't cut clean code but because I just don't have enough deep experience of the subject matter. I'm degree educated in Computer Science and I specialized in AI so even though I know one area useful to game coding I don't think I'll ever be brilliant at all the disciplines and I've kind of made my peace with that.

So yeah, I agree in principle with the advantages of oss (forking/contributing etc) I just think it would be hard for me personally to realize any of those advantages. That obviously isn't an issue for you as you built the ox engine (I didn't know that, kudos).

I suppose it's just because I'm so happy with the ease of use of sunburn and the quality of the support that I'm quite happy to put my trust in them to deliver.

TBH my only gripe with your original post was that you thought that your views (of just wanting sunburn to be a rendering engine) represented us all.

It's all just chit chat anyway isn't it, I'm sure they're not going to delete 6 months worth of code at this stage :-) Hopefully the modular nature of sunburn will allow you to just cherry pick the rendering features, as for all the perf concerns I suppose only time will tell for you. I've long given up trying to second guess performance until I can measure.

Anyway I'll keep an eye on Xi as I thought Ox was pretty cool.

Kind regards,

Paul

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-18-2010 2:32 PM

Hi guys!

@Lars, that features set is our goal, designed so you can drop a player / ai into the level and run around.  Initially the features are Box, Sphere, and Mesh collisions, but Height Map and more will follow shortly after (note: we're planning to make a public version of 2.0 available before we've completed all features, to get feedback and make improvements).

@LeeC22, particles, foliage, clouds, ..., are all on our radar, however without the ability to place and interact with these items in game / editor their use is very limited.

We always focus our development efforts where the community is running into difficulty, whether it's improving the api, adding new features, or new systems.

One big stumbling block for new users was collision, while they just needed simple collision to get started, their options were not great.  JigLibX and Jitter are nearly unusable on Xbox due to memory allocations, many devs are turned off of BEPU's license, and Oops (the system we generally recommend if you need full physics) has some static collision issues. :/

And while we understand some people might want SunBurn to stay focused on just rendering, keep in mind the rendering is still available and the additional systems can easily be removed from your games (simply omit the unwanted components / managers).

"Sunburn wasn't free, or cheap"

We know, that's why the upgrade to 2.0 is free. :)

@bryanedds, we both know adding a couple of extra references on the SceneObject level for collision info is not going to bloat the memory footprint.

The majority of our users (including serious full-time development teams) have had trouble with the current open source and commercial physics options.  Additionally we want a solid out-of-the-box experience, so for the vast majority of our users and for us this is a win.

Relying on open source projects to fill-in features is not possible, unfortunately most open source projects have a short life and become dead or under-supported rather quickly.

So instead we're bringing a number of systems into SunBurn to ensure everything is included out of the box, but can still be expanded by other open source and commercial products if wanted / needed.

@paul, I tend to agree, open source is not relevant if the project is unsupported or the system is complex or fundamentally broken.

A great example is JigLibX, we spent a lot of time reviewing the project (and others!) for a possible companion library to include with SunBurn.  However the memory issues run very deep, the project is defunct, and even with the source the community around cannot resolve all the problems. :/

We didn't write a collision system for fun (it wasn't any), we did it because there are no viable alternatives.

Great support goes a long way, and regular updates too - that's our focus. :)

sid8ed wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-18-2010 3:55 PM

From what I understand (and correct me, if I'm wrong), but Sunburn is a product that is designed to make life easier for the INDIE dev.  Sunburn is modular in nature... So don't use what you don't need. Some people can code their own level editors... and their own rendering/lighting systems full of SSAO to their heart's content. These people are very far from being indicative of the vast majority of the XNA Indie community. Most games on the XBLIG channel look pretty horrible (not all). Most games on the XBLIG channel play terribly (not all).

XNA was designed so that people would not have to use C++ to create their games. To make things easier. While it's great that people can code their own editors and engines, it doesn't help the average indie dev... at all.  If XBLIG is going to continue and not go down in history as a failed experiment, then we need to make games that don't suck. The community needs a Game Engine with a proper editor for it to be approachable.

So, unfortunately, the team at Sunburn cannot cater directly to you personally.  Rather, they cater to their userbase: "someone who is not pro at making games but has passion".

We're all just trying to make games and enjoy our dream.

If you want a software company to cater directly to you, I'm sure you can hire them for a price. Too costly? Welcome to the club. Nothing else offered comes close to Sunburn. Thank them for doing what they do, and save the hissy fit for another time. The tones of discourse are completely unprofessional. And professional is what the community is aspiring to be.

Dean Wadsworth wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-19-2010 3:56 AM

Actually it was the announcement of 2.0 and it's features that caught my attention to jump into SunBurn. And it will bring more users as well.

One thing in my opinion that's lacking in the XNA or even open source is the lack of good editors. I'm extremely happy to see SynapseGaming recognize this and put this into SunBurn 2.0.

CJ Bailey wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-22-2010 1:48 PM

Well I for one greatly appreciate the inclusion of a simple physics/collision engine.  The months I've spent trying to build my own (and it's still needs a bit more tweaking!) has driven me crazy!  To me, having a collision engine as part of Sunburn is a godsend and I'm sure I'm not the only one to think that.

What attracted me to Sunburn was its ease of use/integration, features and performance.  What keeps me using Sunburn is the sense of community and excellent customer support.

All the best to the guys and gals at Synapse Gaming.  Now hurry up and release 2.0!!   ;-)

MadMojo wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-24-2010 5:12 PM

I don't know why it took me so long to see this announcement of 2.0. =) I've been into the website and forums many times in the last month, but I just now noticed it. *lol*

I really can't wait for this update. Thank you, thank you! =)

zoid wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-24-2010 7:27 PM

Reading MadMojo's comment just reminded me of something I thought of a little while ago, which I think this website would benefit from:

How about assigning images to the 'community news' section? It'd be much easier to notice when new news articles are posted if there is an image relevant to the 'top news', plus it would add a bit more liveliness to the page, which is always a good thing :)

Apolgoies for going off-topic, but I feel it might be worth the consideration

BigDaddio wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-26-2010 12:49 AM

OK Bob you win! I bought in. Word of warning I will have lots of questions and such ;)

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-26-2010 11:24 AM

Hi guys!

@zoidberg, that's an excellent idea. We'll take a look at it during the next site update.

@BigDaddio, welcome aboard! Definitely let us know if you have any questions, we're here to help!

pete street wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-27-2010 5:45 PM

Oooh, I can't wait for new announcements!

In the meantime, I also wanted to ask if the newly-added components, namely the world editor and physics engine, would be supported or have similar components for 2D games?

I'll bake you all cookies if it's true ;)

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-29-2010 3:04 PM

Hi pete!

We're building up the 3D features first, but also have plans for 2D. :)

Duckocide wrote re: Announcing the SunBurn 2.0 Game Engine
on 10-30-2010 4:38 AM

When ... When ... When .... ?

Copernicus One is a triumph of hand coded object placement. Could REALLY do with that object placement editor :)

trax4katz wrote re: Announcing the SunBurn 2.0 Game Engine
on 11-02-2010 10:16 AM

I'm so excited I could pee myself ;)

BigDaddio wrote re: Announcing the SunBurn 2.0 Game Engine
on 11-04-2010 3:40 PM

John any news to share? I have not seen you on the twitter for the last few days. Heads down or down with flu?

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 11-04-2010 4:11 PM

Hi BigDaddio,

No news just yet, but super busy. :)

andorov wrote re: Announcing the SunBurn 2.0 Game Engine
on 12-06-2010 10:09 PM

I am glad that you guys offered the people who bought '1.x pro' to upgrade to the '2.x pro.'

I will, however, echo bryandds/leec22, in that I would love more out-of-the-box render-y type things like drag-and-drop water, skinned models (sgMotion is basically there though...), or glass.

In any case, the upgrade to 2.0 appears to be free, so I can't complain!

I hope 2.x dev adds more shinies. I like shinies.

JohnK Blog wrote SunBurn Game Engine: Transparencies, Player Controller, and More!
on 08-17-2011 1:15 AM

Hello SunBurn community! If you follow my blogs you know we’re adding a number of unannounced features

JohnK Blog wrote SunBurn Launches Powerful new Community Plugin System
on 10-16-2011 3:16 PM

Hello SunBurn community! Last night we rolled out a development preview of the SunBurn Game Engine’s

JohnK Blog wrote New SunBurn Community Resources Portal!
on 11-01-2011 5:45 PM

Hello SunBurn community! Two weeks ago we rolled out a powerful new resource system for the SunBurn Game

JohnK Blog wrote SunBurn Game Engine: A Whole New Level of Flexibility!
on 11-16-2011 5:06 PM

Hello SunBurn community! Today we’re announcing the last couple of features in the upcoming SunBurn

JohnK Blog wrote Orbitron: Revolution blasts onto Xbox LIVE Marketplace!
on 12-05-2011 9:52 PM

Hello SunBurn community! Talk about an exciting weekend! The awesome team at Firebase Industries just

JohnK Blog wrote SunBurn 2.0.17 Released – Advanced Lighting, Transparencies, and tons of Enhancements!
on 12-09-2011 4:45 PM

Hello SunBurn community! It’s here! Today we released the SunBurn Game Engine 2.0.17 update –

JohnK Blog wrote New SunBurn Documentation and Silverlight WP7 Example!
on 12-12-2011 9:09 PM

Hello SunBurn community! We’ve just updated the SunBurn Getting Started documentation to ensure

JohnK Blog wrote Starting 2012 with style: SunBurn Game Engine 2.0.18 Preview!
on 01-27-2012 2:01 PM

Hello SunBurn community! We're kicking the year off with a huge new update to the SunBurn Game Engine

JohnK Blog wrote SunBurn Game Engine 2.0.18: Built-in Character Controller!
on 02-04-2012 4:50 PM

Hello SunBurn community! Last night we delivered a feature-complete preview of SunBurn Game Engine 2

JohnK Blog wrote SunBurn 2.0.18 Released - Physics, Char Controller, More!
on 02-14-2012 3:46 PM

Hello SunBurn community! This morning we launched the much anticipated SunBurn Game Engine 2.0.18! The

JohnK Blog wrote New sgMotion Plugin and the SunBurn 2.0.18 Refresh!
on 02-23-2012 4:49 PM

Hello SunBurn community! We just rolled out two exciting new updates for the SunBurn Game Engine ! The

JohnK Blog wrote Latest SunBurn 2.0.18 Update Available!
on 06-06-2012 4:54 PM

Hello SunBurn Community! Today we launched the latest SunBurn Game Engine 2.0.18 refresh! Just in time

JohnK Blog wrote New SunBurn Examples - Learn to Create Scenes in Code!
on 06-12-2012 3:39 PM

Hello SunBurn community! This afternoon we released two new examples for the SunBurn Game Engine - as

JohnK Blog wrote SunBurn 2.0 goes Gold! Framework Edition Ships Too!
on 06-29-2012 8:05 PM

Hello SunBurn community! We're very excited to announce we've shipped the official gold release

gogman wrote re: Announcing the SunBurn 2.0 Game Engine
on 06-30-2012 11:08 PM

Wait a second, looking at the upgrade path chart, it seems (at least to me) as if us current 1.X Pro users are going to lose deferred rendering and post processing?!

Our current projects depend on both of these. If we decide to upgrade, we are going to lose functionality for doing so?

JohnK "bobthecbuilder" wrote re: Announcing the SunBurn 2.0 Game Engine
on 07-05-2012 12:30 PM

Hi Gogman,

It looks like you joined the community after this announcement, so the change above should not affect you.

Specifically if you purchased SunBurn Pro after Nov 2010 you have access to SunBurn 2.0 Pro and SunBurn 1.x Community.

If you purchased SunBurn Indie after Nov 2010 you have access to SunBurn 2.0 Indie and SunBurn 1.x Pro.

So with the exception of earlier versions (SunBurn 1.x), the features provided in SunBurn 2.0 are the same as those listed on our product pages.

Let me know if this helps!

JohnK Blog wrote Awesome new SunBurn and Community Updates!
on 07-25-2012 6:54 PM

Hello SunBurn community! Today we posted two new updates! The first is to the community site, which makes



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