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SunBurn Sneak-Peek (Part 1)
SunBurn Sneak-Peek (Part 1)
| Name: | John Kabus (BobTheCBuilder) | ![]() |
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| Date Posted: | Sep 06, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for John Kabus (BobTheCBuilder) |
Blog post
SunBurn Sneak-Peek (Part 1)
As we near the launch of SunBurn, our latest generation of lighting and rendering products, I think it's time for a sneak-peek into some of SunBurn's features, tools, and design.
What is SunBurn?
SunBurn is our (Synapse Gaming's) latest lineup of lighting and rendering products - and follows our very successful Torque Lighting Kit, which now ships with nearly the entire family of Torque game engines and tools.
Several years of architectural design went into SunBurn, aimed at creating a lighting and rendering system easy to integrate into existing games and engines, and customize, while just as easy to use out of the box. The goal: make SunBurn accessible to the widest range of developers and artists regardless of their project's design, technology, and/or complexity.

Screenshot from SunBurn Power Station Demo
Similarly, a lot of energy went into the design and functionality of SunBurn's editor suite. It allows real-time in-game editing of scene lighting and materials, including user-defined custom materials and shaders, and performance/diagnostic tools.
SunBurn is initially launching with support for Microsoft's XNA Game Studio on both PC and Xbox 360, with other platforms planned to follow.
What type of projects are using SunBurn?
Since its launch last February, the SunBurn beta generated a ton of interest from a wide variety of people working on some really cool projects. In order to keep the beta manageable, unfortunately, we could only accept a small percentage of those interested.
The people we did bring into the beta are working on some amazing projects including games, simulations, visualizations, applications, and an awesome Imagine Cup entry by student development team "Elemental" which placed in the top 20! Not bad for software that's in beta. :)

Screenshot from IceDome Imagine Cup entry by team Elemental
SunBurn allows them (and you!) to build commercial and non-commercial products for both PC and Xbox 360, including self-publishing commercial games through Xbox Live Community Games.
What features does SunBurn offer?
SunBurn provides 100% dynamic lighting and soft-shadows, a powerful material system, built-in rendering system, and a flexible framework for adding, modifying, replacing, and integrating SunBurn features, objects, and systems.

Screenshot from SunBurn Abandoned Town Demo
SunBurn's material system offers top effects like parallax, bump, specular, fresnel, and glow mapping, and many more out-of-the-box, as well as support for user-defined custom materials and shaders.
SunBurn's editor suite allows real-time in-game editing of scene lighting, shadows, and materials, including editing user-defined custom materials and shaders, and performance/diagnostic tools.

Screenshot from SunBurn Power Station Demo
SunBurn also ships with several Starter Kits including the Abandoned Town demo, Power Station demo, skinning/animation demo, and a full Day/Night demo with 100% dynamic lighting and shadows.
Wrap-up
We'll continue to release more information and dive into greater detail in the coming weeks, so keep an eye out for upcoming blogs. If you have any questions or would like to know specific details just ask and I'll try to answer them here or provide details in future blogs.
-John Kabus
Synapse Gaming
Bleeding Edge Indie
Recent Blog Posts
| List: | 09/06/08 - SunBurn Sneak-Peek (Part 1) 02/12/08 - GDC, "SunBurn" Beta, and Write-up on Ziggyware 06/19/07 - Game in a Day 21 - Adventure Game 04/24/07 - Constructor and Torque - Mapping in Style 03/05/07 - GDC, Growing support team, and more 08/05/06 - The Year Long Cycle and IGC 07/15/06 - GI10H - Extreme Kork Paintball! 05/02/06 - Torque Lighting Kit - Demo and Visual Studio 2005 Express |
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Submit your own resources!| Peter Simard (Sep 06, 2008 at 00:35 GMT) |
| Bobby Leighton (Sep 06, 2008 at 00:42 GMT) |
Forgive me if you have answered a similar question during this development before, my head is buried in college physics and I am swamped with reading, otherwise I would try to find the answer first, as I remember other blogs on this;)
Looks Beautiful BTW!!
Edited on Sep 06, 2008 00:42 GMT
| Ian Roach (Sep 06, 2008 at 01:18 GMT) |
| Kory James (Sep 06, 2008 at 01:30 GMT) Resource Rating: 5 |
Keep up the amazing work
Kory
| Stefan Lundmark (Sep 06, 2008 at 01:45 GMT) Resource Rating: 5 |
Please keep us updated. :)
| Sean T. Boyette (Sep 06, 2008 at 01:46 GMT) |
Looks great John!
| Matt Vitelli (Sep 06, 2008 at 02:22 GMT) |
| Konrad Kiss (Sep 06, 2008 at 07:20 GMT) Resource Rating: 5 |
Quote:
The goal: make SunBurn accessible to the widest range of developers and artists regardless of their project's design, technology, and/or complexity.
That tells me that TGEA is also going to be a target platform. Its just a matter of ease of integration. John, can you say more about how easy / hard it will be to integrate SunBurn into existing Torque family members? What can we expect? Thanks. Awesome screens btw.
| John Kabus (BobTheCBuilder) (Sep 06, 2008 at 07:46 GMT) |
Peter, Kory, and Konrad, SunBurn will initially launch on XNA Game Studio (with support for both Windows and Xbox 360). There is definitely potential for a native port, but for now the best way to use SunBurn is with an XNA based project and/or engine.
Bobby, SunBurn supports alpha transparent shadows (one of my favorite features!), which is shown in the Abandoned Town demo. Shadows from the tree leaves are based on the leaf texture, instead of the rectangular geometry the leaf texture is applied to. This creates some stunning results.
Matt, we use a forward rendering architecture. It provides us with the highest level of modularity and flexibility with custom user effects, shaders, rendering/lighting implementations, and integration into existing rendering systems.
The performance is relative to your machine, but I can say SunBurn performs very well with multiple lights. As an example the top Power Station screenshot contains about 5 or so lights, all fully dynamic with shadows. The bottom Power Station screenshot contains about 10 or so lights, all fully dynamic, with around half casting shadows (the non-shadow-casting lights give the soft radiosity-like lighting). We showed a demo of these scenes running on a 360 at GameFest, which was really cool.
Stefan, thanks!
Ian and Sean, it's always a possibility, but we're still looking into the details.
| Eric Forhan (Sep 06, 2008 at 11:30 GMT) |
Congratulations.
-Eric
| Mike Rowley (Sep 06, 2008 at 17:58 GMT) |
| Ross Pawley (Sep 06, 2008 at 21:40 GMT) |
| Trenton Shaffer (Sep 07, 2008 at 05:28 GMT) Resource Rating: 5 |
| John Kabus (BobTheCBuilder) (Sep 07, 2008 at 18:17 GMT) |
| Chris \"C2\" Byars (Sep 07, 2008 at 22:04 GMT) |
| Pat Wilson (Sep 08, 2008 at 18:51 GMT) |
| John Kabus (BobTheCBuilder) (Sep 08, 2008 at 18:57 GMT) |
| Sean T. Boyette (Sep 08, 2008 at 18:57 GMT) |
we certainly could license it a and interrate within our own TX projects right?
| John Kabus (BobTheCBuilder) (Sep 08, 2008 at 19:01 GMT) |
| Pat Wilson (Sep 08, 2008 at 19:10 GMT) |
| Timothy Aste (Sep 10, 2008 at 16:41 GMT) |
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