Category: Blue Flame Engine

[Blue Flame Engine] Adding C# scripting support

Alright, so I started thinking of adding scripting support to my engine. There is a laundry list of things that I feel like should be done before adding scripting support, but I feel like adding scripting to the engine at this stage will motivate me to finish up some of the things that I should have finished a long time ago. Like the editor -.-

C# has been extremely popular as a scripting language for a lot of game engines like Godot, Unity, Unreal, Frostbite and more. Personally, I love C# as much as C++. So, C# will be the first official and maybe the only scripting language to be added to the engine.

So you might wonder, how will this be done. Well, this is exactly what I asked myself at the beginning of the day. A couple of hours of research later, it turns out that I could use C++/CLI to convert my C++ unmanaged code to C++ managed code and use it in C#. This process will be tedious if I do it on my own. I have a little over 10,000 lines of code in my engine thus far and I don’t feel like converting every single line to managed C++. That would drive me crazy. So I’m thinking of using or creating a tool to do that for me.


Well, wish me luck. I’m going to need it.

[Blue Flame Engine] Node based system

Alright, it’s has been a while since I posted anything here. But here it goes.


For the past couple of weeks, I have been thinking of changing the engine architecture. Instead of creating a class for each object in the game, (for example, to add a player in the game you would create a player class and call it inside the scene) now you would add a node to a scene. A node can be anything from a Camera, Sprite, Mesh or a Light node, etc… Each node will be automatically initialized, loaded, updated and drawn in the scene without you the programmer having to go and call each function for each class.

Each node can have n number of nodes as child nodes.

So basically it will kind of follow the same architecture as Godot, Unity, Oger3D engines. Eventually, when I add script support, you will also be able to add a script node.


I haven’t fully settled on this architecture but to me, it seems the best way to go if this is going to be an editor based engine. I’m not sure yet.


My main goal for this engine is speed. Unity takes a billion years to open or create a new project. It also takes a billion years to compile anything. Editing code, while the game is running, is also not great at all. I don’t want to wait around for 20 seconds for a project to compile and run. I want it to run instantly. Unity takes forever to even load a new scene, and I’m running a 16 core 1950X. Godot surprised me with how fast it builds and runs a project. If I can make my engine anywhere near as fast Godot, I will be very happy. Honestly, I would contribute to the Godot team, but I don’t think I’m good enough. I don’t think I’m at the point where I can contribute to something that big.


Anyways, those are my thoughts.



Another game engine update !

Hey everyone,

it’s been a while since I posted an update. I have been working super hard on my game engine. I have committed a bunch of code on GitHub these past few months.

Here is a full list of what my engine supports so far and here is a link to my engine at GitHub.


  • Support for Windows, Linux, WebGL and Android
  • Support for DirectX 11 and OpenGL 4+.
  • Support for PNG, JPEG, BMP, DDS, TIFF, WBMP, WebP and more using the FreeImage library.
  • Support for FBX model format that then gets converted to a custom model loading format called BFX.
  • Support for custom file formats like BFA for Animation and BFM for tile maps.
  • Support for 16bit, 32bit and IEEE float WAV file format loading.
  • Support for OpenAL-Soft 1.17.2 for 3D audio.
  • Support for ttf font rendering using FreeType library.
  • Rendering 3D models with basic Phong shading.
  • Rendering 2D sprites with sprite batching.
  • Rendering 2D textures.
  • Rendering Texture Cubes and Skybox.
  • Rendering Tile maps
  • Support for playing sprite animation
  • Support GUI system
  • Math library that has Vector2, 3 and 4, 4×4 Matrix and Rectangle.
  • Support for both Perspective and Orthographic projection.
  • Support for Camera system.
  • Controller support on Windows using Xinput v1.4.


This is the sponza scene running ony my game engine with basic diffuse lighting.

Blue Flame Engine Update !

Hi everyone,


Alright, so here what I have been up to. I have added a sprite batch system called “SpriteRenderer”. Now you can draw a ton of sprites in one draw call. It’s still needs more work.

I also added some nice textures to test out. In my 3D scene there are two nicely textures cubes.

Blue Flame Engine now supports WebGL and Model loading and texturing

Hi everyone,

So I have been working super hard on my game engine, and it is looking great so far.

Now my engine supports WebGL using emscripten to compile GLES2 / GLES3 and C++ source code into JavaScript. Which is Awesome 😀
Also it now supports texturing and model loading with multiple meshes.

Here is a video of a textured obj model with multiple meshes being rendered in my engine. I know the texture work looks absolutely horrible but it works and that’s what matters. It’s just a test for now. I will upload another video with a proper model with proper texturing.

What you see right now works on Windows, Linux and WebGL using OpenGL 4.5, DirectX 11 and GLES2 and 3.

As always, here is the source code.

Blue Flame Engine is now on Linux !

Hi everyone !

It’s been a while. Well I have been working super hard on getting my engine to work on Linux, and just today I finally did it. Now my engine works on both Windows and Linux using OpenGL 4.5 !!

I had to disable and restructure a lot of my code though, and I had to disable DirectX 11. I will enable it in the next build with hopefully Android support !!! 😀

As always if you want to check out the source code you can find it here on GitHub.

Blue Flame Engine first look

Hello everyone,

So I decided to extend the Black Engine to support DirectX 11 with OpenGL 4.5. I also thought of a better name for the engine, “Blue Flame”.

So, moving forward, the “Black Engine” is now called “Blue Flame Engine” and it will support both OpenGL 4.5 and DirectX 11.

Here is a first look at what I have so far.
blue flame engine

It doesn’t look like much, but this triangle is being rendered by both OpenGL 4.5 and DirectX 11 using a single unified code. So basically you write once, and the engine will port things to both OpenGL and DirectX. One thing I still haven’t gotten around to doing is that the engine still requires you to write two sets of shaders, HLSL and GLSL. In the future there will be a single shader language you write to and the engine will convert it to HLSL and GLSL automatically.

As always, the source code for this engine is up on github if anyone is interested to look at.