In this section we will list all of our Flax Engine tutorials that you can use to leverage learning the engine possibilities.
FLAX Engine, is an open-source, cross-platform game engine designed for wide target of people interested in making 3D games and don’t always have coding skills. The engine is still pretty much under development and sometimes can be a limitation when trying to implement more complex features. In our case with the Wolfenstein 3D tutorial.
The engine shows lot of potential and has a very interesting feel for the games that you create which makes it having a characteristic look & feel that makes it different from the other engines that we have been able to test up to now in the different tutorials that we have created.
A new version 1.4 has just been released with the following key features:
Key Features of the 1.4 release include:
- a change from $25K a quarter earnings to a $250K earnings before royalties (of 4% on the exceeding balance) are owed
- the addition of an all new real-time global illumination system based around the DDGI algorithm and utilizing SDF (signed distance fields)
- SDFs are also used in materials, particles and shaders, opening up several new VFX options
- a new tech demo (available here and on Steam) showcasing the new GI in action
- addition of 64bit world coordinates enabling universe scale games
- a new crowd based navigation system
- a new rich text view with HTML formatting support
- improvements to the visual scripting language including dictionary support and new find functionality
- miscellaneous bug fixes and improvements
Download Flax Engine from! https://flaxengine.com/download/
Our Flax engine tutorials

FLAX ENGINE Tutorial #00 : Features review and TEST DRIVE
The engine is FLAX ENGINE, an engine that has been in development for the last 5 years from a team based in Poland. This week, version 1.0 has been released and we decided to take a new look at it, since the last time that we had seen it, was about 1 year ago, and it was still somewhat green. The engine is now much more stable and very performant and with a very interesting and promising development pipeline. You can not only program in C++ or C# but you have also visual scripting in a way that looks very similar to Unreal 4.
FLAX ENGINE Tutorial #01 : PLAYER MOVEMENT with C# & VISUAL SCRIPTING
In this video, we are starting to implement some basic player movement and jumping to evaluate the engine workflow and stability. We want also to check on the interoperability between the different scripting mechanisms theoretically supported by the engine: C Sharp, C++, and Visual Scripting.
FLAX ENGINE Tutorial #02 : JUMP, CAMERA FOLLOW & ANIMATIONS with C# / VISUAL SCRIPTING
In this video, we are going to continue with the implementation of the player controller, and in this case, controlling the jump as to allow only one jump, a basic camera follow and then starting to introduce the animations to explore the possibilities of the engine when dealing with it. As with in the first video, we are going to blend C# and VISUAL SCRIPTING.
The character used in the tutorial can be downloaded at CG TRADE
https://www.cgtrader.com/items/828901…
More information about the Physics Layers can be found on the official documentation that has been updated after the release of the video:
https://github.com/FlaxEngine/FlaxDoc…
FLAX GAME ENGINE #03 : CHARACTER ROTATION, JUMP ANIMATION and new MOVEMENT
FLAX ENGINE Tutorial #03 : CHARACTER ROTATION, JUMP ANIMATION and new MOVEMENT
In this video, we are going to continue developing our character controller scripts, by having the player turning correctly and smoothly in the direction of the movement.
We will also integrate the jump animation from the visual scripting environment.
Finally, we will fine-tune some elements of the movement and the camera follow script created in the previous episode.
As a bonus, we will start to configure slightly the environment. As with in the first video, we are going to blend C# and VISUAL SCRIPTING.
We took longer to produce the video, as some of the features used were not easy to implement due to the engine being still an unexplored territory in terms of documentation and tutorials.
Also we had some problems with our recording that in some cases was freezing some of the images, and caused us to have to reshoot some of the steps more than once.
The Texture used in the ground material:
https://opengameart.org/content/proto…
The character used in the tutorial can be downloaded at CG TRADE
https://www.cgtrader.com/items/828901…