GS FAQ
Q: What are the GSEditor and GSFramework?
A: The GSEditor is an authoring application built to quickly prototype 2D and 3D applications. It is based on the C++ GSFramework. Applications can be scripted, built and published directly from the editor or written in C++ using the GSSDK.
Q: What does GS stand for?
A: GS stands for GameStart.
Q: Is it a complete game engine?
A: Yes, it handles 3D, 2D, audio, physics, resource management, script, and soon many other features (path-finding, network stack ...).
Q: Is it a C++ engine?
A: Yes, the whole engine was written in platform agnostic C++.
Q: Do I have access to the C++ source of the engine?
A: With the proper license, yes, you will have access to the complete C++ source of the engine.
Q: Is it portable? Multi-platform?
A: Yes, the framework and the editor currently runs on all major desktop (Windows, OSX and Linux). The framework also runs on the Nintendo Wii and has been used in retail games. Ports to the two major smartphone OSes are currently in the work.
Q: Can I create something else than a game with GameStart?
A: Yes, GameStart has proven completely efficient in the Serious Game area, or in the Broadcasting industry.
Q: What language do I use to create an application with GameStart?
A: GameStart uses the Squirrel script language. Squirrel was inspired by Python, LUA and Javascript. It is Object Oriented, and was designed to address LUA's shortcomings in realtime environments.
Q: Isn't a script language too slow for a modern game?
A: Several games where created with GameStart to run on a 700Mhz Wii. Squirrel is fairly optimized and the C++ core of GameStart handles all the heavy stuff (physics, 3D ...).
Q: Once I purchased a license, do I have to pay any extra fee to sell my games?
A: In short, no unless you are a major player in your field. Please refer to the License page for more information.
Q: What 3D format is handled by GameStart ?
A: GameStart is able to read FBX, Collada and OBJ files, and convert them to its native format.