Progress Report November 2017
Posted on Nov 01, 2017

Here's a short update regarding what has been going on with the engine recently, and my plans for the near future. Talking about the Linux port, renderer changes and the soon-to-come macOS port.

Progress Report May 2017
Posted on May 23, 2017

Here's a progress update on what has been going on with Banshee in the last few months, as well as my plans for the near future. Including progress on the physically based renderer, addition of a unified shading language and a script binding generator, as well a plans for Banshee as a C++ gamedev framework.

Vulkan now available as a rendering backend!
Posted on Jan 11, 2017

I'm happy to announce since earlier today Banshee fully supports Vulkan as a graphics sub-system. Vulkan allows pushes the performance even higher by providing lower overhead graphics, multi-threaded rendering and a much more control over the rendering process. I have also taken this opportunity to overhaul Banshee's low-level rendering API, to make it even more modern and possible to use Vulkan specific features.

DevLog: Speeding up Visual Studio build
Posted on Nov 15, 2016

We managed to speed up a full rebuild of Banshee from ~14 minutes to ~6 minutes. Read on to learn how to speed up Visual Studio build of C++ projects by separating compilation & linking steps, then parallelizing the compilation across multiple CPU cores.

Introducing Banshee 3D
Posted on Sep 21, 2016

Welcome to the home of the Banshee 3D game engine.

We are a group of passionate developers wanting to create a truly powerful and high quality open source engine that can run the next generation of games, as well as serve as a foundation for creation of future technologies and tools.

We have tried really hard to accomplish this by focusing on a few...