Skip to content

Releases: phr00t/FocusEngine

v4.14.8 Focus Engine Binaries

26 Jun 21:08
Compare
Choose a tag to compare

Attached are the latest binaries for Focus Engine v4.14.8. It may not be the absolute latest, but this should be a pretty stable release to start with.

You will likely need to do the "build Focus Engine" steps on the github readme to properly build Focus Engine games.

v4.6.6

06 Aug 02:28
Compare
Choose a tag to compare

This release should be pretty stable! Fixed a bunch of GameStudio and lighting issues.

Use the instructions at the bottom of the main github page to setup Visual Studio and build this release, which will get you all setup for making games. No binaries are distributed at this time.

v4.5.3

07 Jun 15:43
Compare
Choose a tag to compare

The last release was so terribly old, I didn't want to confuse people thinking it was sufficient. It isn't. Please get the latest from source and build the project according to the instructions on the github readme (at the bottom). You need to download all of those tools anyway to build games with this engine, so setting up the environment to build this will get you all setup to make games.

Focus Engine v3.8.5

25 Jul 16:54
Compare
Choose a tag to compare

Very significant upgrade. Tons of new features, performance and Vulkan updates included.

NOTE: This is very outdated. Clone and build the project for the latest updates!

Focus Engine v3.5.4

18 Feb 03:16
Compare
Choose a tag to compare

This is a significant performance improvement release (primarily for light processing and UI, especially in Vulkan). Also includes important music and VR fixes.

See https://github.com/phr00t/FocusEngine/releases/tag/v3.5 for full v3.5 release notes. Also see that release for the Visual Studio plugin.

This should be a pretty stable release, so I don't expect to maintain as frequent releases moving forward. If you want the latest improvements in a timely manner, I highly recommending building from source. If you have issues with the latest github version, this should be a solid version to fall back on.

Focus Engine v3.5.1

29 Jan 16:47
Compare
Choose a tag to compare

This is a bugfix release. See https://github.com/phr00t/FocusEngine/releases/tag/v3.5 for full v3.5 release notes. Also see that release for the visual studio plugin.

#Changes

  • Important BepuPhysics fixes (mesh generation and multithreading stability) and updated to latest
  • Vulkan buffer synchronization improvements (performance and stability fix)
  • UI Editor has Appearance open up all the time now instead of everything being collapsed :)
  • NuGet frustrations! Now NuGet packages will be fixed at version "9.9.1" to avoid having to "upgrade" them beyond this version, which can cause project issues. Latest packages in bin/packages should just be used by default for ease.

Focus Engine v3.5

26 Jan 20:46
Compare
Choose a tag to compare

Requires Visual Studio 2019 Community (or better). Include cross-platform .NET development, Desktop .NET development (4.8+) and C++ development for Desktop.

Just run Xenko.GameStudio.exe to get started, once the above is satisfied.

Build projects through Visual Studio (press the "open in IDE" button), which is more reliable than using the "Play" button in Focus GameStudio. Make sure you've added local NuGet packages required for your project (like Xenko.Graphics) via the NuGet Package Manager in Visual Studio 2019 (if they don't show up automatically).

Vulkan is (even more) stable now, faster than DirectX and the only API supported on all PC platforms. I highly recommending using it & it is set as the default API. However, if you don't want to use Vulkan, modify your project's csproj file (for each build platform) & remove the XXX-vulkan line.

The primary issue remaining with Vulkan is you can't change resolution or fullscreen mode after the game has started -- it must be set at startup. I've added simple functions to do this:

Game.SetDefaultSettings(int width, int height, bool fullscreen); // will save settings for future startups (and use this startup if called before game runs)
Game.OverrideDefaultSettings(int width, int height, bool fullscreen); // use these settings if called before game run, but don't overwrite saved defaults
Game.GetDefaultSettings(out int width, out int height, out bool fullscreen); // returns which settings will be used on this startup, will return overwritten values if OverrideDefaultSettings was used

Setting very high values for width and height will just use maximum native resolution (the default).

Changes

  • BepuPhysics for high performance multithreaded C# physics!
  • Lots of audio fixes and a GlobalSoundManager to efficient play a whole project's audio
  • Font and text rendering improvements
  • UI editor improvements
  • Added in Voxel Global Illumination from WhyPenguins
  • General engine performance improvements and Vulkan fixes
  • Lots of other minor tweaks and improvements, see commit history!

Focus Engine v3.4

07 Dec 00:10
Compare
Choose a tag to compare

Requires Visual Studio 2019 Community (or better). Include cross-platform .NET development, Desktop .NET development (4.8+) and C++ development for Desktop.

Just run Xenko.GameStudio.exe to get started, once the above is satisfied.

Build projects through Visual Studio (press the "open in IDE" button), which is more reliable than using the "Play" button in Focus GameStudio. Make sure you've added local NuGet packages required for your project (like Xenko.Graphics) via the NuGet Package Manager in Visual Studio 2019 (if they don't show up automatically).

Vulkan is stable now, faster than DirectX and the only API supported on all PC platforms. I highly recommending using it & it is set as the default API. However, if you don't want to use Vulkan, modify your project's csproj file (for each build platform) & remove the <RuntimeIdentifier>XXX-vulkan</RuntimeIdentifier> line.

The primary issue remaining with Vulkan is you can't change resolution or fullscreen mode after the game has started -- it must be set at startup. I've added simple functions to do this:

Game.SetDefaultSettings(int width, int height, bool fullscreen); // will save settings for future startups (and use this startup if called before game runs)
Game.OverrideDefaultSettings(int width, int height, bool fullscreen); // use these settings if called before game run, but don't overwrite saved defaults
Game.GetDefaultSettings(out int width, out int height, out bool fullscreen); // returns which settings will be used on this startup, will return overwritten values if OverrideDefaultSettings was used

Setting very high values for width and height will just use maximum native resolution (the default).

Changes

  • Added Heightfield collider by EternalTamago
  • Significant VR improvements and fixes for post processing and multiple forward renderers
  • UI improvements and additions, like a PulldownList controller
  • Physics multithreading improvements
  • Vulkan stability improvements (tested on multiple machines and OSes as stable)

Focus Engine v3.3.3

07 Nov 14:53
Compare
Choose a tag to compare

Requires Visual Studio 2019 Community (or better). Include cross-platform .NET development, Desktop .NET development (4.8+) and C++ development for Desktop.

Just run Xenko.GameStudio.exe to get started, once the above is satisfied.

Build projects through Visual Studio (press the "open in IDE" button), which is more reliable than using the "Play" button in Focus GameStudio. Make sure you've added local NuGet packages required for your project (like Xenko.Graphics) via the NuGet Package Manager in Visual Studio 2019 (if they don't show up automatically).

Vulkan is stable now, faster than DirectX and the only API supported on all PC platforms. I highly recommending using it & it is set as the default API. However, if you don't want to use Vulkan, modify your project's csproj file (for each build platform) & remove the <RuntimeIdentifier>XXX-vulkan</RuntimeIdentifier> line.

The primary issue remaining with Vulkan is you can't change resolution or fullscreen mode after the game has started -- it must be set at startup. I've added simple functions to do this:

Game.SetDefaultSettings(int width, int height, bool fullscreen); // will save settings for future startups (and use this startup if called before game runs)
Game.OverrideDefaultSettings(int width, int height, bool fullscreen); // use these settings if called before game run, but don't overwrite saved defaults
Game.GetDefaultSettings(out int width, out int height, out bool fullscreen); // returns which settings will be used on this startup, will return overwritten values if OverrideDefaultSettings was used

Setting very high values for width and height will just use maximum native resolution (the default).

Changes

  • Multithreaded physics with interpolation option! See in GameSettings for Physics
  • Vulkan stability & performance improvements
  • Added options for linear lighting attenuation (set via MeshRendererFeature options in Compositor settings)
  • Error log reporting to My Documents folder on crashes (can be disabled via GameSettings)
  • Focus logos
  • Lots of bugfixes and a few crash fixes

Focus Engine v3.3.1

18 Oct 19:56
Compare
Choose a tag to compare

Requires Visual Studio 2019 Community (or better). Include cross-platform .NET development, Desktop .NET development (4.8+) and C++ development for Desktop.

Just run Xenko.GameStudio.exe to get started, once the above is satisfied.

Build projects through Visual Studio (press the "open in IDE" button), which is more reliable than using the "Play" button in Xenko. Make sure you've added local NuGet packages required for your project (like Xenko.Graphics) via the NuGet Package Manager in Visual Studio 2019.

Vulkan is stable now, faster than DirectX and the only API supported on all PC platforms. I highly recommending using it & it is set as the default API. However, if you don't want to use Vulkan, modify your project's csproj file (for each build platform) & remove the <RuntimeIdentifier>XXX-vulkan</RuntimeIdentifier> line.

The primary issue remaining with Vulkan is you can't change resolution or fullscreen mode after the game has started -- it must be set at startup. I've added simple functions to do this:

Game.SetDefaultSettings(int width, int height, bool fullscreen); // will save settings for future startups (and use this startup if called before game runs)
Game.OverrideDefaultSettings(int width, int height, bool fullscreen); // use these settings if called before game run, but don't overwrite saved defaults
Game.GetDefaultSettings(out int width, out int height, out bool fullscreen); // returns which settings will be used on this startup, will return overwritten values if OverrideDefaultSettings was used

Setting very high values for width and height will just use maximum native resolution (the default).

Changes

  • GridList UI API to add entries to a clickable/selectable list
  • New name: Focus Engine!
  • Update to .NET Framework 4.8
  • Model batching improvements
  • Added physics OverlapTest API
  • Add tinting to alpha cutoff transparency mode
  • ScrollViewer UI fixes
  • Other nifty little things