I have the pleasure to announce the official opening of the Kanji Engine website. www.kanjiengine.com As already announced on these boards, Kanji is a 2D (with 3d capabilities) C++ multiplatform game engine API. It is a new implementation of the PTK 2D game engine interface with improved compatibility, performance, reliability, more features and supported platforms and additional libraries like GUI components, all validated by real-world use in production games. It supports Windows, Mac, iPhone and iPad. Kanji lets you create, port and sell downloadable 2D games. It is used in production by multiple popular games and some of the most successful casual and indie game developers such as Gamgo (The Serpent of Isis) and Paprikari (Mortimer Beckett). Kanji customers include: Gamgo (The Serpent of Isis), Paprikari (Mortimer Beckett series), One More Bee (Fiona Finch), Monkey-Barrel (Mirror Mirror: Hidden in Time), Casual Box, Laughing Dragon, Twilight Games, Subsoap, Blue Footed Games, Pokie magic, Samu Games, The EasyCo, Blueskied, Blam Games, Rumbic Studio, etc... "Working with Kanji lets us focus on the things that really matters in game development - the game idea itself. Building the same code to different platforms like Mac, Windows and iOS4 is very easy and reveals fantastic opportunities for all kind of developers of any team size." - Andreas Schneider, Gamgo, Germany (The Serpent of Isis, Venice Mystery) "Kanji is a great 2d engine that lets us concentrate on the game rather than compatibility and cross-platform issues. We use a lot of video files in our games and also licensed Kanji for its video to texture capabilities." - Dusan "Duke" Kostic, Paprikari, Serbia (Mortimer Beckett series). "I think Kanji is the best casual game engine solution for me. It's important for me, that I can use my own old coding habits without any compromise. - Lajos Nadasi, 1morebee.com, Hungary (Fiona Finch and the Finest Flowers) Kanji is a C++ rendering, sound, video and file I/O engine that uses 3D hardware to render 2D with tinting and transforms such as rotation and scaling at high speed. Kanji abstracts the operating system and rendering API to let your game use the fastest and most compatible interface on each platform (such as DirectX, OpenGL and OpenGL ES) without changing your codebase. The engine supports the Windows, Mac, iPhone and iPad platforms using the same C++ interfaces. A free extension on top of Kanji, SexyKanji is a port of the Popcap Framework to Kanji, paving the way for porting your PCF games to Mac, iPhone and iPad and writing new ones using the PCF widgets, resource management and new SexyKanji constructs. There are several versions you can choose from, and timed demos would you still hesitate. www.kanjiengine.com
Looks interesting, and I'll surly check out the demo once things slow down in my day job. One note on the web site, though: the order page is messed up in lower sizes, as the page doesn't trigger the browser's horizontal scroll bar. On my netbook, I can't see the full width unless I zoom out to 80% or so.
Looks col, do i have to buy PTK if i use the kanjiengine ? How did you handle the ptk licencing issues ? Thanks Jmc
Kanji doesn't use any code from ptk, it is a brand new and compatible implementation, so only a kanji license is required. The compatibility makes it easy to transition existing games to a supported engine and to build new ones without relearning arbitrary interfaces. Kanji offers a superset of interfaces and features, adding for instance passworded zip resource files, render to texture, theora video support, GUI components and a bunch of other things. Although it is a new implementation, multiple production games and top selling developers use it and the engine has a high customer referral ratio. Affiliation is also a welcome option. Best regards, Emmanuel