SunBurn 2.0 Game Engine - Early Adopter Launched!

Hello SunBurn community!

Today we launched the SunBurn 2.0 Game Engine early adopter, the next evolution of SunBurn that goes well beyond lighting and rendering.

(return of the Woot cat!)


SunBurn 2.0 Features

The list of SunBurn 2.0 Game Engine’s new features is fairly staggering:

One question we immediately received was where to locate the SunBurn starter kits.  There is a bug in Visual Studio’s project templates that prevents distributing assets in the templates.  We’re currently working around this and should have kits available soon.

During the release we originally posted SunBurn 2.0.7, which is near identical to the current 2.0.6, except that the 2.0.7 installer text did not show the correct font and text.  If you installed 2.0.7 it will not affect your development at all, the issues were purely cosmetic.


SunBurn 2.0 Games

We may have just launched the early adopter, but there are several games already using SunBurn 2.0:


Salty Jim's Putt Putt Island


Developed internally by our gamedev team, Salty Jim's is a pirate themed 3D mini-golf game for Windows Phone 7 featuring detailed levels (for a mobile game), collision, great lighting, and more. And all running smooth as silk on WP7 phones.


(sound is low, you'll need to turn up the volume)

Salty Jim's is available now on the Zune and Windows Phone 7 marketplaces.


UpAway


Developed by Munomic (including community member Raphael), UpAway is a 2.5D game for Windows Phone 7 where you race through levels flying a balloon to safety while trying to beat your previous times.


(sound is low, you'll need to turn up the volume)

UpAway is available now on the Zune and Windows Phone 7 marketplaces.


Blast


Developed by 2.0 Studios this Windows Phone 7 port of their XBLIG title is a physics driven game where you guide a ball through levels solving puzzles as you go. Featuring detailed 3D worlds, custom physics, and more.

Planned to release at the end of the year.


Converting to SunBurn 2.0

Converting projects to SunBurn 2.0 is relatively easy, the code and API is nearly identical to 1.3 (excluding XNA 4.0 changes), however there are two important differences:


Content Repositories

SunBurn 2.0 introduces content containers called Content Repositories, which are used to store models and light maps loaded via Scenes.  Repositories are added to the content project and should be loaded before any other asset.

While repositories are not required in SunBurn 2.0, they are necessary to take advantage of the SunBurn editor’s new scene editing.


Scenes

SunBurn 2.0 also introduces Scenes, which contain scene objects, entities, and lights – and replace SunBurn’s previous LightRigs.  To convert a LightRig to a Scene simply set the content importer and processor to the Scene importer / processor, and SunBurn will automatically upgrade the LightRig to a Scene for you.


SunBurn 2.0 Roadmap

We’ve also published our first public road map for SunBurn (on the product page Features tab) – some highlights:

  • Object-level components – plug code into any scene object or light - available in the latest SunBurn release!
  • Editor plugins – create editor panels for custom object types
  • Audio and sound emitters – place sound sources in-editor (currently done in code)
  • Built-in skinning and animation (currently done with the sgMotion free add-on library)

So there’s a lot more awesome to come. :)


Go Forth and Make Awesome Games!

Now that SunBurn 2.0 is out lets see some awesome Xbox, Windows Phone 7, and PC games!

If you have any questions or comments let us know!

-John Kabus


Other SunBurn 2.0 Blogs:

Announcing the SunBurn 2.0 Game Engine - free upgrade, new editions, and updated features
SunBurn 2.0 Collisions, Scenegraph, and Components - new collision system, components, and more
SunBurn 2.0 upgrade for our Torque customers - upgrade path for all of our previous TLK technology customers
SunBurn 2.0 goes Mobile on Windows Phone 7! - full Windows Phone 7 support, light mapping, and more


Posted 11-19-2010 11:17 PM by JohnK "bobthecbuilder"

Comments

Nelxon wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 1:32 AM

Incredible. The roadmap is definitely showing that you're making this a full blown game engine. I guess the only this missing is AI Logic and Pathfinding...

Awesome work John.

Nick Metnik wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 2:40 AM

Thanks for the update.  I've been tinkering with the latest release and I'm blown away as usual.  Thanks again.

Also good luck with Salty Jim's, the game looks dope.

Now that 2.0 is out I'm aggressively looking to pair up with other developers while the Window's Phone market is young.  Maybe this isn't the place to ask but hit me up if there's an interest:  nickmetnik at hotmail dot com.  I have some purchased 3d assets and a great idea or two.  I only lack the time to see my investment through.  I'm sure that might sound familiar to some.

Philippe Da Silva wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 3:56 AM

Congratulations John and the rest of the team for this step towards SunBurn 2.0 RTM ;)

SunBurn is really one of the best middleware I used and these new features are smart improvements and a good move for your product and company.

I wish you all the success you diserve: the more customers you'll get, the more you'll be able to spend to improve it.

You can count on me to spread the word and evangelize SunBurn to whoever would be interested in Xna development ;)

Tom wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 8:01 AM

At first I wasn't going to use your new scene-object editing feature...but now that I've used it last night....it's so great. As an added bonus you guys managed to fix our last xbox related issue, loading level files on the Xbox 360.

I'll spend the weekend converting and playing with the new awesome tools (Light-mapping and Collision are pretty Epic as well!) Keep up the good work!

Wim Vancoillie wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 10:12 AM

Congratulations to the whole Synapse team for the fantastic work they delivered.

However I have one question: because I live in Belgium we can't submit to XBLIG so we decided to use Sunburn for targetting the windows platform only and hence our decision to by the 1.xx Pro license instead of the community one. We developed our engine using deferred rendering because we could with that license.

Now I'm falling back on 2.0 Indie meaning my engine is scratched.

Is there a way for existing users to upgrade their Indie to pro? Or do we have to pay the full 300 bucks for a new license?

JohnK "bobthecbuilder" wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 11:37 AM

Hi guys, thanks!

@Wim, we're working on an upgrade path and hope to have info soon (please see: www.synapsegaming.com/.../7496.aspx).

Thanks again!

JohnK "bobthecbuilder" wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 11:39 AM

@Nick, if you're interested in collaboration post a thread in the Community Lounge about your ideas.  I'm sure you'll get some feedback there.

Thanks!

Dean Wadsworth wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 11:51 AM

That's awesome! The feature list is staggering, We shall definitely go forth and make games. Congrats guys! :)

rapidfire wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 2:41 PM

Thanks John :)

rapidfire wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 4:46 PM

Awesome release, took me no time to make sgMotion work with the new version. If anyone wants it let me know.

Once again Thanks.

Kristafer Vale wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-20-2010 10:35 PM

Looks like it's already "officially updated"

sgmotion.codeplex.com/.../56112

It's a good week for us SunBurners! :)

:)

rapidfire wrote re: SunBurn 2.0 Game Engine - Early Adopter Launched!
on 11-21-2010 2:53 PM

Great, I will use the official one :)



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