BusEngine is a cross-platform and high-performance game engine written in the C# programming language. Each engine function is tested and the best solution for speed is selected. In cases where all engine needs are not fully covered, an alternative version of the necessary libraries is thought out (they are also written from scratch if necessary). The game engine is based on the OpenGL API, which allows it to be cross-platform with the least effort. It is also planned to add the DirectX 11+ API if it shows itself to be the best during performance testing. At the first stage, the following platforms will be supported: Windows 7+, Android 5+, WebGl 1+. As for performance, it is shown in the image gallery.
GT1030 300 FPS 8K
GT1030 59 FPS 1080р
GT1030 35 FPS 16K
GT1030 65 FPS 720р
GT1030 1 FPS 16K
GT1030 5 FPS 16K
GTX1650 141 FPS 768р
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Invest in BusEngine
To accelerate the development of the game engine, an investment of 1000+ USD per month is required, allowing BuslikDrev to dedicate time to development.
What does the investor get?
✔ A copy of the documentation site with the name BusEngine renamed to your version.
✔ A copy of the game engine launcher with the name BusEngine renamed to your version.
✔ Exclusive rights to the code with the preliminary renaming of BusEngine to your version.
✔ If technical support is required, it will be provided (explanation of where the code is, how it works, etc.), including online communication (in Russian or a foreign language via Google Translate).
✔ Get official check when transferring funds, which will save you from taxes if you pay from your business funds (depends on your country). For legal entities, an agreement is possible, without obligations on both sides.
How many investors can participate?
If you can cover 1000 USD per month, you will be the sole investor. There are currently 0 investors.
Want to speed up development? 2200 USD per month + one additional programmer is required.
As additional investors join, the required sum decreases, with an added 200 USD per investor for code duplication. The calculation formula:
1 investor: 1000 USD per month.
2 investors: 700 USD per month each.
3 investors: 533 USD per month each.
4 investors: 450 USD per month each.
5 investors: 400 USD per month each.
6 investors: 366 USD per month each.
1 investor: 20/1000 USD per month = 4 hours per month engine development
2 investors: 40/1000 USD per month = 8 hours per month engine development
3 investors: 60/1000 USD per month = 12 hours per month engine development
4 investors: 80/1000 USD per month = 16 hours per month engine development
5 investors: 100/1000 USD per month = 20 hours per month engine development
6 investors: 120/1000 USD per month = 24 hours per month engine development
120 investors: 2200/1000 USD в месяц = 200 hours per month 2 programmers develop the engine
What stage is the development at?
You can see the history of the functionality on the documentation site. At the moment, work is underway on a sensitive issue, namely the correct loading of models, textures, animation, shaders, polygon clipping, lighting, shadows, reflection, etc. Then there will be special effects, surround sound, saving everything on the map and the editor itself to manage all this. And of course I would like to study the CefSharp library - maybe there is a possibility to translate the editor canvas to an html page, or vice versa html to the game texture.
How is your game engine better than others?
There is no functionality, but in terms of speed and the number of polygons processed it is definitely better. Over the past 15 years, I've tested the following game engines, and I'll rank them from worst to best:
Unity with Unity Hub v3.5+ launcher (test date 10/20/2023) memory leak, and they subsequently stopped supporting Windows 7 altogether. The launcher wouldn't start.
Unreal Engine 5 (test date 2022) took me time downloading 30+ GB, and as a result, the editor slows down a lot on an empty level.
Nau Engine (test date 03/28/2025) didn't start on Windows 7.
gdevelop (test date 09/28/2024) created 30 cubes and the slowdowns started.
Source Engine (check date 2009-2010) long level saving (compilation), polygon limitation. I haven't studied what other limitations there are since I made a couple of buildings and that's it, I haven't touched it anymore.
X-Ray (check date 2010) same as Source Engine, but there are no such polygon limits.
Stride3d 4.2|Xenko (check date 03/09/2025) 1500 cubes 60 fps, long project compilation.
CryEngine 3 (check date 2011) lots of errors that constantly closed the editor. Also very demanding on the system, 30-50 objects with physics and the computer freezes.
CryEngine 5.7 (test date 2022) there are much fewer errors. But very demanding on the system (it takes a long time to load a level, it is worth changing the resolution to 8K with an empty level, the computer freezes). About 400-800 cubes pulls 60 fps. Difficulty in integrating libraries in C#.
Unreal Engine 4 (test date 2022) plus or minus as demanding as CryEngine 5, but a seamless world. About 600-1000 cubes pulls at 60 fps.
Unity 2019 with Unity Hub v2.0+ launcher (test date 2023) Pulls from 1500 cubes at 60 fps. Difficulty in integrating libraries in C#.
Godot Engine (test date 01.04.2025) has polygon clipping, holds about 30,000-50,000 cubes. Slows down a lot when selecting 4,000 objects. It takes a long time to create a new project.
Since 2020, tests have been and are being carried out on the system: Platform Windows 7 x64, GPU Nvidia GT 1030, CPU Athlon II x4 645, RAM 4 Gb, Disk HDD.
How to become an investor?
✔ Get investor status with an investment of 200 USD per month.
✔ Transfer of the full code upon request no more than once a month.
✔ Using the BusEngine name or logo in the code is prohibited, except for advertising purposes or in extensions for BusEngine. Copyright remains with BuslikDrev, so renaming is mandatory.