Synapse Gaming
SunBurn Engine - Features

Featuring the latest lighting and rendering technology, SunBurn provides a powerful engine for building games on Windows and Xbox 360. SunBurn lets you focus on what’s really important… making awesome games.

With its High Dynamic Range (HDR) lighting, real time in-game editor, and highly modular architecture, SunBurn provides amazing graphics in an easy to use rapid development environment.

Rendering

Lightweight and flexible built-in rendering ideal for many projects and rapid prototyping, offers access to lower-level objects for building custom rendering systems. Provided XNA game component allows full lighting and rendering support with almost no SunBurn code (nearly 100% pure XNA).

SunBurn Pro, Community Games, and Studio offer Synapse Gaming’s advanced deferred rendering system in addition to traditional forward rendering, allowing you to choose the ideal rendering style for your project.

Lighting

Distinctive unified lighting system allows objects to receive consistent dynamic lighting. Full range of dynamic light types including: point/omni, spot, directional, and ambient. Supports soft “fill” lighting for radiosity-like visual effects.

SunBurn Pro, Community Games, and Studio’s deferred lighting supports hundreds of active lights and a variety of lighting models for real-time soft and indirect lighting effects.

Shadows

Unified shadowing system handles all scene objects equally, allowing them to cast and receive fully dynamic shadows onto other objects and themselves (self-shadowing).

Independent shadow rendering provides automatic shadows for custom/user-defined shaders without writing any additional shader code. Shadowing system's modular design allows custom shadow implementations. Built-in shadows support shadow mapping with level-of-detail (LOD) transitions.

Materials

Flexible built-in materials automatically apply to XNA models and custom objects. Wide range of effects including: diffuse, bump, and specular mapping, as well as diffuse-color and skinning support.

Imports many material options directly from the modeling application. Allows real-time editing of materials through the SunBurn editor, and modification outside of the editor using SunBurn material files.

SunBurn Pro, Community Games, and Studio offer advanced material effects including: 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.

Custom Materials

SunBurn Pro, Community Games, and Studio provide 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 built-in lighting, shadow, material (bump, specular, emissive, …), and fog support to custom shaders without writing any additional shader code.

Post Processing and HDR

SunBurn Pro, Community Games, and Studio's post processing system 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 response to light, and extremely high lighting detail without visually “washing-out” or “burning-out”.

Editor

Real-time editor offers complete in-game control over scene lighting, shadows, materials, and environment. Built-in project manager allows artists to work entirely from the editor, never needing to open Visual Studio.

Windows-based interface provides a smoother and more familiar environment than engine-based editors. Clean, artist-centric design is comfortable, efficient, and easy to use.

Art Pipeline

Artist-friendly pipeline provides support for modeling and texture applications compatible with XNA Game Studio including: 3D Studio Max, Maya, XSI, Blender, Photoshop, Gimp, and many more. Natively supports popular file formats including: Fbx, Direct X model (*.x), Jpeg, Tga, Png, Bmp, 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#).

Developer Hub

Centralized developer hub manages SunBurn projects, provides quick and easy access to developer resources, documentation, examples, and more.

Helps keep you up-to-date with the latest community news, threads, and release information.

Architecture

Highly modular design ideal for both standalone use and integration into custom or existing games and engines. Built-in scene, light, and shadow management objects handle processing behind-the-scenes for full lighting and rendering support using simple XNA objects.

Access to lower-level objects such as material and shadow effects, shadow map, lights, and rending objects, for use in custom rendering systems and integration into existing games and engines.

Development Resources

Includes Visual C# Starter Kits / project templates which show the most common integration techniques and provide example assets. Access to “how-to” code examples, development forums, documentation, and community created resources.

SunBurn Pro, Community Games, and Studio offer access to bonus resources including source code and art assets to many of the SunBurn demos, advanced example projects, and more.

Multi-Platform

SunBurn supports compatibility, development, and deployment on both Window XP and Vista.

SunBurn Pro, Community Games, and Studio offer complete compatibility across Windows XP, Vista, and Xbox 360 allowing SunBurn-based Windows games to run on Xbox 360 without porting any SunBurn code or assets.

Requirements

Minimum Recommended for Release Recommended for Development
nVidia 6600 / ATI x1600
nVidia 7600 GT / ATI 2600 Pro nVidia 8600 GT / ATI 2600 Pro
Pentium 4 3.0Ghz / Athlon 64 Dual-core processor Dual-core processor
Visual C# 2005 / 2008 Express -not needed- Visual C# 2005 / 2008 Express or Pro
Latest DirectX Runtime Latest DirectX Runtime Latest DirectX Runtime or SDK
XNA 3.1, 3.0, or 2.0
XNA 3.1, 3.0, or 2.0 Runtime XNA 3.1, 3.0, or 2.0
Internet connection
-not needed- Internet connection


Developing on Xbox and publishing on Microsoft's Xbox LIVE Indie Games (aka Xbox LIVE Community Games) requires an active Creators Club Premium account, and is subject to other restrictions and limitations – see the XNA Creators Club site for details.