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20. September 2018


Crytek have just released CryEngine 5.5.  CryEngine continues to get more developer friendly with new documentation, a Unity developer migration guide, improved C# support, a new beginner sample and more.  Addition the engine has gotten rendering, terrain and plugin improvements, as well as usability improvements in the sandbox editor.  Please note that licensing and royalties have changed with the 5.5 release, so be sure to read the updated licensing terms before choosing CryEngine for your game.


A summary of the major improvements from the 5.5 release:

  • SVOGI Improvements: SVOGI, the feature which allows developers to create scenes with realistic ambient tonality, now includes a major advancement with SVO Ray-traced Shadows offering an alternative to using cached shadow maps in scenes.
  • Documentation Overhaul: As requested by the community, redesigned and updated documentation arrives for designers, artists, programmers, and anyone who uses the Sandbox Editor. Veterans and newcomers alike will be able to quickly find what they need.
  • Flappy Boid: Flappy Boid is a fun, accessible, and now comprehensive onboarding course enabling users to learn core game development concepts while building a finished game.
  • Sandbox UI/UX Changes: The Sandbox Editor improves workflow, performance, and optimization, making the development process quicker and easier.
  • Terrain Object Blending: Users can mark Entities with a Mesh Component to become a part of the terrain mesh, empowering more realism, especially with snow and sand scenes.
  • Updated Entity Components: Multiple new and legacy Components come to the new Entity System, including the porting of legacy rain and water ripple Entities and a new VR Camera and Interaction Component to get users up and running with their VR project quickly.
  • C# Upgrades: C# assets can be created directly inside of the Asset Browser and functions may be exposed to Schematyc for use inside of Entity Components. C# users will now be able to debug through Visual Studio via a new extension.
  • Terrain System Improvements: Blend multiple materials and use a new displacement option in the sculpting tools for even more realistic terrain.
  • Game Platform Plugins: A new Game Platform plugin allows for easy access to common distribution platforms and data transfer protocols, including Steamworks and PSN APIs.
  • CRYENGINE Versions and Full Editor Source Code: Users can submit pull requests, access the full Sandbox Editor source code, and get preview releases via GitHub. Preview releases will also continue to be made available via the CRYENGINE Launcher.
  • Unity Migration Guide: Unity Engine users can transfer their skills and content to CRYENGINE quickly and easily with our easy-to-use migration guide.
  • New Sandbox Level File Format: This feature brings the ability to place level files anywhere within the project directory, and allows for dynamic population.
  • Automated Packaging and Backing Up: Non-coders can simply share and release CRYENGINE content with new package build functionality within the CrySelect interface. A new Backup Project tool makes backing up projects simple.

This release contains over 1000 fixes, tweaks and improvements.  If you are interested in reading the full release notes they are available here.

GameDev News


19. September 2018


Tiled, the open source 2D map editor, just released version 1.2.  This release has several key new features including multi layer selection, multi map world view, improved object and polygon editing tools, as well as several smaller fixes and improvements.  Be aware that Tiled made changes to simplify the JSON export format, which may have broken support for several game engines importer.  If you are interested in learning more about Tiled, be sure to check out our complete tutorial series.


Full changelog from the release notes:

  • Added multi-layer selection, including multi-layer tile layer editing
  • Added support for multi-map worlds (#1669)
  • Added ability to extend existing polylines (with Ketan Gupta, #1683)
  • Added option to highlight the hovered object (#1190)
  • Added news from website to the status bar (#1898)
  • Added option to show object labels for hovered objects
  • Added option to embed tilesets on export (#1850)
  • Added option to detach templates on export (#1850)
  • Added option to resolve object types and properties on export (#1850)
  • Added Escape for switching to the Select Objects tool and for clearing the selection
  • Added Escape to cancel the current action in all object layer tools
  • Added double-click on polygon objects to switch to Edit Polygons tool
  • Added interaction with segments for polygons, for selection and dragging
  • Added double-clicking a polygon segment for inserting a new point at that location
  • Added action to lock/unlock all other layers (by kralle333, #1883)
  • Added --export-tileset command line argument (by Josh Bramlett, #1872)
  • Added unique persistent layer IDs (#1892)
  • Added ‘version’ and ‘tiledversion’ to external tileset files
  • Added full paths to Recent Files menu as tool tips (by Gauthier Billot, #1992)
  • Create Object Tools: Show preview already on hover (#537)
  • Objects view: Only center view on object on press or activation
  • Objects view: When clicking a layer, make it the current one (by kralle333, #1931)
  • Unified the Create Polygon and Create Polyline tools
  • JSON plugin: Made the JSON format easier to parse (by saeedakhter, #1868)
  • Tile Collision Editor: Allowed using object templates
  • Templates view: Don’t allow hiding the template object
  • Python plugin: Updated to Python 3 (by Samuli Tuomola)
  • Python plugin: Fixed startup messages not appearing in debug console
  • Python plugin: Fixed file change watching for main script files
  • Lua plugin: Include properties from templates (#1901)
  • Lua plugin: Include tileset column count in export (by Matt Drollette, #1969)
  • tBIN plugin: Don’t ignore objects that aren’t perfectly aligned (#1985)
  • tBIN plugin: Fixed “Unsupported property type” error for newly added float properties
  • Automapping: Report error when no output layers are found
  • AutoMapping: Changed matching outside of map boundaries and added ‘MatchOutsideMap’ option
  • Linux: Modernized the appstream file (by Patrick Griffis)
  • libtiled: Allow qrc-based tileset images (#1947)
  • libtiled-java: Fixed loading maps with multiple external tilesets
  • Make Ctrl+Q work for quitting also on Windows (#1998)
  • Fixed performance issue when deleting many objects (#1972)
  • Fixed randomizing of terrain, Wang tiles and stamp variations (#1949)
  • Fixed tilesets getting added to maps when they shouldn’t be (#2002)
  • Fixed issue with default font size in combination with custom family (#1994)
  • Fixed the tile grid to render below labels, handles and selection indicators
  • Fixed confirming overwrite when exporting a tileset
  • Fixed reading of infinite maps that don’t use chunked layer data
  • Updated Bulgarian, Dutch, French, German, Norwegian Bokmål, Portuguese (Portugal) and Turkish translations

You can download Tiled right here.  If you are unfamiliar with Tiled, check it out in action in the video embedded below.

GameDev News


17. September 2018


Humble Bundle is a charity driven store, that bundles together books, videos and software around a given theme, with a portion of the revenue going to a charity.  Right now they have teamed up with Packt Publishing to release the Humble Game Development Book Bundle.  This bundle contains several books and videos from Packt on many game development topics.  Contents of the bundle include:

Books

Video

  • Creating a Game with Blender Game Engine
  • Basics of Coding with Unreal Engine 4
  • Modern OpenGL C++ 3D Game Tutorial Series and 3D Rendering
  • Mastering Unreal Engine 4.x Game Development
  • Building a Character using Blender 3D
  • Learning C++ by Creating Games with Unreal Engine 4
  • Learning C# by Developing Games with Unity


Wow, that’s a lot of value for $15!

GameDev News


13. September 2018


In this chapter of our ongoing Game Engines by Language series, today we are going to look at the game engines, both 2D and 3D, available for Python.  If  you are interested we have already created versions for C++, C#, Lua, JavaScript and the Haxe programming languages.  Keep in mind, only engines/frameworks still under active development have been included on this list.  If we have done a tutorial or video on the subject there will be a learn more link to the right.


2D

PyGame

Pyglet

Arcade

Ren’Py

Cocos2D


3D

Panda3D (Learn More)

Blender Game Engine (Learn More)

UPBGE (Learn More)


Bindings

PyOgre

PySFML

PySDL

Allegro (Learn More)


GameDev News


12. September 2018


Back in July, Unity announced a partnership with Google on future game based networking solutions.  Open Match, an open source matchmaking solution.  Matchmaking is one of those challenges all networked games face.  Do you run your own custom servers, or use a 3rd party service for matchmaking?  Running your own servers obviously comes with a cost as well as additional support requirements, while farming it out to a third party leaves you exposed if they ever shutdown.  Open Match might be a good compromise solution, enabling game engine agnostic networking that runs in standard docking containers or in the future, hosted on Unity servers.


Primary features of Open Match:

Extensibility. Custom match logic examples are available for simple player matchmaking based on latency, wait time, and an arbitrary skill rating.

Flexibility. Because Open Match runs on Kubernetes, you can deploy it on any public cloud, local data center, or even on a local workstation.

Scalability. Open Match is designed using proven web microservices patterns, and with Kubernetes as the underlying platform, adding additional capacity to your APIs when you have more customers is as simple as a single command. Kubernetes autoscaling can be used to automate it as well.

Open Match is not tied directly to Google nor Unity:

Although Open Match is co-founded by Google Cloud and Unity, it’s game engine agnostic. It can be integrated into any game, regardless of how the game is built or what infrastructure it’s running on. Unity will be basing future matchmaking technology on Open Match, so Unity customers will be able to more easily take advantage of its features, such as through integration with Unity-provided servers. The Open Match GitHub repo is now open for contributions, and you can follow the example provided in the development setup guide to start experimenting today.

Open match is in alpha now and is not ready for production usage.  It is released under the Apache 2 open source license and is written using the Go programming language.

GameDev News


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