See your games come to life! Build stunning games with beautiful visuals, and quickly prototype your ideas using the SunBurn Game Engine.
SunBurn puts professional tools and technology in your hands, making it possible for indies and professionals alike to create AAA quality games.
Join the thousands of developers who already know SunBurn is the most powerful and flexible XNA game engine available!
Get started building games for Windows, Xbox 360, and Windows Phone 7, and take advantage of SunBurn’s early adopter release! Receive frequent updates as we add new features, enhancements, and improvements.
The early adopter is solid and fully shippable, see some of the great games already using SunBurn 2.0:
Make your voice heard! During the early adopter we are looking for SunBurn developer feedback, let us know the features and enhancements you’d like to see.
SunBurn 2.0 early adopter includes support for XNA 4.0 and access to previous SunBurn releases.
Quickly build games for Windows, Xbox 360, and Windows Phone 7 using SunBurn’s easy-to-use api! No porting is necessary, simply create games in C# code then run on Windows or deploy to a retail Xbox 360 or Windows Phone 7 phone and enjoy!
Sell your games online, on Xbox LIVE Marketplace, and Zune / Windows Phone 7 Marketplace, and start making money! All without DevKits, contracts, or any expensive software.
Create levels, characters, and props using your favorite art tools. SunBurn provides native support for 3D Studio Max, Maya, XSI, XSI ModTool, Modo, Blender, and more – as well as the ability to plug-in support for additional and custom tools. Easily create custom file importers and geometry using SunBurn and the XNA content pipeline.
Make changes mid-game while playing, and see them in real-time using SunBurn’s built-in editor. SunBurn uses Windows’ native controls, not a rendered ui, for the fastest possible performance.
Use SunBurn out-of-the-box or plug in custom code and components. SunBurn’s modular design and access to low-level classes makes it easy to add, customize, modify, and replace built-in features.
We’ve provided great products and friendly, helpful support for over 7 years - and it comes free with SunBurn. Get help and advice from the SunBurn development team, and learn from the excellent SunBurn community.
Become a SunBurn developer today! And work with a company that understands indie and professional developers alike!
As a proud member of Microsoft's XNA Partner Program we’re happy to provide discounts to Microsoft App Hub members (see Checkout page for details).
Check out many of SunBurn's key features. For more information and additional features see the detailed descriptions below.
| Rendering |
| Advanced Deferred Rendering |
| Post Processing and HDR |
| Blended Terrain with LOD - New! |
| 2D Sprite Rendering - New! |
| Lighting and Shadows |
| Dynamic Lighting and Shadows |
| GPU Accelerated Light Mapping - New! |
| Light Map UV Auto Unwrap - New! |
| Material-level Ambient Occlusion - New! |
| Material-level Indirect Lighting - New! |
| Components |
| Control Object and Light Behavior - New! |
| Add Custom Components - New! |
| Plug-in New and Replace Built-in Systems |
| Licensing |
| Release Unlimited Number of Products |
| 100% Royalty-Free |
| No Revenue Restrictions |
| Build and Release Games |
| Build and Release Applications and More |
| Collision |
| Primitive and Mesh Collisions - New! |
| Trigger Collision Events - New! |
| Add Custom Collision Handling - New! |
| Audio and Sound |
| Play 3D and Ambient Audio - New! |
| Place Audio Emitters in the Scene - New! |
| Both Continual and Fire-and-Forget - New! |
| Materials and Shaders |
| Diffuse, Bump, and Specular Mapping |
| Parallax, Emissive, and Color-Specular |
| Custom Direct3D FX Shaders |
| Scripting and Entities |
| Add code to scene-object events - New! |
| Write event code in C# - New! |
| Tools and Resources |
| In-Game World Editor |
| Live View of External Assets - New! |
| Place Custom Object Types in Editor - New! |
| Create and Place Prefabs - New! |
| Premium Examples and Resources |
SunBurn 2.0 Early Adopter is now available! Take advantage of SunBurn’s early adopter release and receive frequent updates as we add new features, enhancements, and improvements.
See what’s next on the SunBurn 2.0 roadmap:
Create multi-platform games for Windows, Xbox, and Windows Phone 7 using the same scenes, light rigs, code, tools, and API - no porting is necessary.
Windows Phone 7 Features
Lightweight, flexible renderer provides both Synapse Gaming’s advanced deferred rendering and traditional forward rendering, allowing you to choose the ideal technique for your project.
Fully supports XNA Models, custom meshes, and raw vertex and index buffer data. Ideal for games, visualizations, rapid prototyping, and offers access to low-level classes for building custom renderers.
Vibrant lighting system creates smooth, consistent dynamic lighting and shadows across scene objects. Full range of light types including: point/omni, spot, directional, and ambient.
Efficiently handles hundreds of visible dynamic lights and a variety of lighting models. Built-in shadows use shadow mapping with continuous level-of-detail (LOD), allowing objects to cast shadows onto the scene and themselves (self-shadowing).
Ultra-fast built-in GPU accelerated light mapping can bake-down complex scenes in seconds. Light mapping uses the same rich lighting and shadows as SunBurn's dynamic lighting. Provides automatic generation of light map UVs (auto-unwrap) and can also utilize user specified uv channel.
Automatic material-level ambient occlusion, indirect lighting, and soft fill lighting create radiosity-like visual effects, and volumetric lighting adds depth to the scene.
Efficient collisions allow scene objects to collide with each other and the scenery. Supports polygon accurate mesh collisions and primitive box, sphere collisions.
Trigger events when objects collide and non-collideable object pass through one another, and create custom collision handling code.
Flexible audio system supports both location based 3D emitters and ambient non-3D sounds. Play audio continuously or in a single "fire-and-forget" shot.
Place audio sources in the scene using the SunBurn editor or in code. Automatically balances the number of audible sources for optimal sound quality and performance.
In-game world editor provides control of scene objects, lighting, shadows, materials, terrain, and environment. See real-time changes to externally edited assets like textures in-game while working.
Built-in project manager allows artists to work on projects entirely from the editor, without ever opening Visual Studio.
Create custom scene object and entity types (classes). Custom types are fully supported by the engine and can be placed, edited, and modified in-editor.
Windows-based interface provides a much smoother, more familiar environment than engine-based editors. Clean, artist-centric design, which is comfortable, efficient, and easy to use.
Flexible built-in materials automatically support all scene objects, and include: diffuse, bump, and specular mapping, as well as skinning. Additional material effects include: parallax mapping for creating incredible surface detail without additional geometry, emissive mapping for adding glow and illumination effects, and color-specular mapping to simulate metallic and oily specular reflections.
Edit materials real-time through the SunBurn editor, as well as outside of the editor using SunBurn material files. Import many material options directly from your modeling application.
Provides automatic support for custom, user-created shaders using Direct3D's FX files and Standard Annotations and Semantics (SAS).
Custom shader properties are editable through both the SunBurn editor and material files. SunBurn provides automatic lighting, shadows, material (bump, specular, …), and fog support to custom shaders without writing any additional shader code.
Rich, light-weight terrain visualizes both large scale and small scale worlds. Terrain materials includes diffuse, normal, specular, and color specular mapping, as well as blending multiple texture layers into unique materials.
Detail based on height map data for easy terrain creation, and to support dynamic effects like procedural terrains and real-time erosion. Full control of mesh tessellation, level-of-detail (LOD) distance, and more.
Allows creating custom full-screen effects such as motion blur, night-vision, and more. Built-in High Dynamic Range (HDR) processor provides bloom, tone mapping, dynamic scene exposure (simulating how the human eye responds to light), and extremely high lighting detail.
Complete support for Xbox LIVE Avatars, including avatar lighting, fog, shadow casting, and post-processing, which provides very smooth visual integration with scenes. Ability to use both built-in XNA avatar animations and custom animations.
Build complete 2D worlds with full lighting, shadows, materials, post-processing, and more. Fast and familiar XNA SpriteBatch-like interface for rendering 2D sprites. Introduces static sprites for even faster rendering of non-moving scenery.
Easily mix 2D, 2.5D, and 3D objects in the same scene. Includes default orthographic view for fast setup and prototyping, also supports 3D projections for mixing 2D sprites with 3D worlds.
Artist-friendly pipeline provides support for all modeling and texture applications compatible with XNA Game Studio including: 3D Studio Max, Maya, XSI, Modo, Blender, Photoshop, Gimp, and many more. Native support for popular file formats including: Fbx, Direct X model (*.x), Jpeg, Tga, Png, Bmp, Direct X texture (*.dds), and more.
Imports many material options directly from the modeling application. Takes full advantage of the XNA content pipeline offering access to both the standard Visual C# based pipeline, and the SunBurn editor (which can run without Visual C#).
Centralized developer hub can manage and build SunBurn projects, provides quick and easy access to developer resources, documentation, examples, and more. Keeps you up-to-date with the latest community news, blogs, discussions, and release information.
Modular component design ideal for integration into both new and existing games and engines. Quickly plug in custom and 3rd party code, libraries, and systems. Easily override built-in methods, or completely replace built-in systems with custom components.
Control scene object and light behavior with object-level components. Apply components to objects using the editor or in code. Custom components are automatically discovered and available through the editor UI.
Create custom scene object and entity types (classes). Custom types are fully supported by the engine and can be placed, edited, and modified in-editor.
Access to low-level objects such as effects, shadow maps, lights, helper objects, and more, for quickly creating custom renderers, scenegraphs, and more.
Access to “how-to” code examples, which show common integration techniques, including the full source code and art assets to many SunBurn demos, sample projects, as well as Visual C# Starter Kits. Includes SunBurn's helpful development community, documentation, and community resources.
Check out some of the fantastic games developed with SunBurn. Screenshots include Xbox LIVE games, Windows Phone 7 games, Windows games, student projects, and more!
See screenshots from SunBurn examples, starter kits, and our popular GameFest demos.
Can't find the license you are looking for? Contact us for other options including bulk, educational, and custom licensing.
Requirements for released games / products:
Requirements for development:
Minimum:
Recommended: