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 Q&A Esenthel Engine,
Grzegorz Œlaziñski
May 2010
 

 

DirectX 11 Tesselation feature is a new addition in the Esenthel Engine which I'm proud of. The developers don't need to do anything more than just ask the engine to enable tesselation and the models will automatically get more smooth. No additional work on the models is required in order to gain more quality.

< Esenthel Engine in action

   
Q1 Please give a brief description of Esenthel. Why are you naming this engine Esenthel?
A1 Esenthel Engine is a next-gen game engine developed by me (that is Grzegorz Œlaziñski) over the past several years.
The project started originally as a hobby, however during its development I've observed that I like working on it and later I've also realized that I actually can achieve something with it. After all those years it's not only a piece of software, it's also a piece of my life.
The name Esenthel was first used as a title for a simple 2D RPG game for DOS operating system which I was working on for fun. The name "Esenthel" comes from a combination of words "Essence" and "Essential".
When I've decided to focus only on engine development and I was looking how to name it, I thought - "why not use the Esenthel name".

   
Q2 Could you please describe Esenthel workflow from the DCC software to the release of the 3D game?
A2 Esenthel Engine is compatible with which most of the companies use for asset creation, that is 3D Studio Max, Maya and similar.
The engine can handle both low and high poly models and features support for a variety of different texture types like : color, specular, opacity, bump, normal, glow, detail, macro, reflection and light maps. The workflow is as straightforward as - creating the asset in external software, importing the asset to the engine format using provided tools - that's it.
The tools also provide a great deal of customization of the models. For example in the Mesh Editor tool you can perform lots of various operations like transform the mesh, set custom material parameters, create or adjust skinning and animations, simplify models (optimization), create LOD's and Physical representation.
   
Q3 About importing 3D assets, is reliable even for importing large scenes, complex riging character... Is there any exporter for 3dsmax, Maya or Softimage, or Esenthel support 3D formats such as Collada or FBX?
A3 Yes, the importing is handled mainly by the use of Collada format. The engine supports many other formats as well such as Wavefront OBJ, Milkshape3D, Blitz3D, Ascii Scene Export ASE, Biovision Motion Capture BVH or even formats supported by the Unreal Engine like PSK and PSA, however using the Collada format is the most recommended because it offers the greatest set of features supported.
As for importing large scenes, the engine handles it pretty well, typically all you need to do is just import the model into Esenthel Engine native MESH format, and just place that mesh in the World Editor tool. The World Editor will automatically handle all the operations needed for optimized rendering and streaming of the model, such as for example splitting the model into smaller parts when needed.
And as for the rigging, there's also not a problem, the engine supports up to 256 bones, which is more than enough to handle realistic body and facial animations.
   
Q4 Could you please describe the editors that come with Esenthel? Is it easy to apply a material, configure a mesh?
A4 The engine comes with a rich set of features, starting with the most simple ones like a custom calculator or mathematical functions visualizer, both can be very helpful to a programmer, then we've got a tool for autoupdating the Engine SDK to the newest version from esenthel server, we've got Converter tool to convert textures, perform automated operations on files and create PAK files, then we've got tools for creating 2D icons from 3D models, previewing images and textures, previewing PAK files, synchronizing files across multiple computers.
And finally going to the more important tools there is Gui Editor used for visual Gui System creation, using point and click methods.
There is Mesh Editor which is basically a miniature version of 3dsMax, used to perform basic operations on models and mainly import them from external files.
And finally and most importantly there is World Editor, which key features are support for unlimited sized worlds, collaborative world editing, version control system, mini map generation, and lot more.
I always try to put most effort in making the tools as easy to use and as most feature rich as possible.
   
Q5 HUD based on Flash technology are more and more popular (Scaleform, Hikari... ) are you supporting such technology ?
A5 Personally I haven't looked much into this technology, but I remember that one of the users on Esenthel Forum has been successful with using Hikari with Esenthel so I guess it could be pretty simple.
   
 Q6  You have published a demo concerning DX11 tesselation. How can 3D artists and developers can handle this feature : do they need to generate displacement maps? Can dynamic tesselation be used to replace LOD?
A6  Yes, DirectX 11 Tesselation feature is a new addition in the Esenthel Engine which I'm proud of. The developers don't need to do anything more than just ask the engine to enable tesselation and the models will automatically get more smooth. No additional work on the models is required in order to gain more quality. Soon I'm planning on extending the tesselation to also support displacement maps.
I doubt that the tesselation will completely remove LOD system, because tesselation can only add the details to a model, it cannot dynamically reduce detail (by removing triangles). The recommended method is still to have some different LOD's and use tesselation only on models close to the camera, in order to make them even more smooth.

   
Q7 Is it possible to handle different profile : for exemple displaying dynamic tesselation for 3D users that have DX11 graphics chips, and normal map for the others?
A7 Of course, the engine scales very well from modern DX11 systems to DX10.1, DX10 and DX9 (with Shader Model 3.0 and even 2.0).
The engine automatically detects which features are supported and uses the most optimal set of shaders.
Q8 Every Software editor claims that it's 3d engine is faster to learn, bring better graphics, etc. About Esenthel, could you please give us few example that show it's benefits?
A8 Many people choose Esenthel over other engines because of its simplicity and power. Typically companies when developing an engine focus on features that attract the clients visually, however they often forget to put the same effort in the internal core of the engine. I on the other hand, before developing various features focused only on the core itself. I've spent great deal of time on just planning the general architecture, data and object management systems. The invested time now pays off, the engine now isn't just rich in features, it's also very "programmer-friendly". I like to think about Esenthel as not only as a game engine, but as a complete "development platform". The developers when using Esenthel not only have access to automated Game Engine functions which perform the most of work for them, but also have access to hundreds of low level functions which plainly speaking gives unlimited possibilities in game and software creation.
However not to skip the general features, from the most important I would need to mention - support for truly unlimited world sizes, next generation graphics and physics (technologies such as DX11, PhysX, fully dynamic lights with soft shadows, per object motion blur, SSAO, depth of field, realistic cloth and soft body simulation) and of course previously mentioned simplicity, unlimited potential and tools.
Q9 What do you think of the evolution of the engine market between proprietary and open source 3D engines?
A9 It's quite amazing how quickly the games and engines have evolved, I remember that not so long ago there was only Commodore 64, ZX Spectrum with their 8-bit games and pixelated graphics. Now we've got games which look almost real. But back to the subject, when it comes to open source 3D engines, the idea is generally good, let's have an open source engine and let the whole world develop it, but in practice it doesn't go that well. People without organized coordination, serious motivation and financial investments will always be behind commercial teams. Current open source engines are just good enough that they can be used for a simple commercial game, and that's about all that they can offer. I don't think that it will change anytime soon - regularly new hardware comes out, new technologies are developed for that hardware, games need to be more competetive so they need to use that technology (they need to look good). Open Source would be attractive only if there wouldn't be any new hardware, technologies, and it would have time to keep up with commercial products. But it's great to have open source alternative, you can use it for learning programming, I've learned much from the Allegro library back in the old days.
Q10 More and more 3D engines are now ready for the web (Torque, Trinigy...) do you plan to support web browser also?
A10 Personally I don't think that browser based games have much future, it's just a different way of starting a game, which offers absolutely nothing more than starting a game from an executable file.
Neither of my clients have expressed interest in such technology, definitely more interest is put into the support of other platforms.
Esenthel Engine has proven to be a great success for Windows PC platform, now I'm planning to extend it into other platforms, right now I'm in the middle of porting the engine to Mac, after that, other platforms will follow. I am most interested in supporting platforms such as iPhone and XBOX, for more on that, please stay tuned.
   
 
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