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31. October 2017

 

One more step on the road to the release of Godot 3.0, today we have the release of Godot 3.0 Alpha 2.   The biggest feature of this release is of course the long awaited C# support, although be sure to install the correct binaries as there are now two options, classic and mono.  You will also need to have the most recent version of Mono installed should you chose the mono binaries.  There have of course been several other fixes and improvements since Alpha 1, unfortunately there isn’t a change log available.

Excerpt from the release announcement:

A little treat (or is it a trick?) for our community on this Halloween eve: Godot 3.0 alpha 2 is out, ready for your testing! It's already been 3 months since our previous official development snapshot, and lots of bugs have been fixed, making us one big step closer to the final 3.0 stable release.

It's also the first build to include the long awaited support for the C# programming language using Mono! This is of course still pretty rough, though usable, and we are looking forward to your feedback and bug reports. Some caveats are documented below as well as in the introduction blog post, so make sure to read them before filing issues.

THE FEATURES

Since the previous alpha build, there have been hundreds of bugs fixed, as well as many usability enhancements to make the new features as easy to use as possible.

There was also a strong focus on the documentation, with the Class Reference close to 70% complete now (which is already much higher than the completion level of the 2.x API documentation).

 

Again, keep in mind this is a pre-beta release and it is not meant for production development!

GameDev News

30. October 2017


Leadwerks just announced the release of enterprise edition of the Leadwerks Game Engine.  This release is targeted primarily towards “non-game” customers, seemingly being the same functionality wise as the Professional edition, but removing Steam client requirements.  The Enterprise Edition retails for $499 on the Leadwerks Website.

From the announcement:

Today we are pleased to announce the release of Leadwerks Game Engine: Enterprise Edition, a standalone version of our popular 3D lwdevelopment software. The Enterprise Edition allows business users to install and use Leadwerks without the need for the Steam client. The new product joins the existing Standard Edition with Lua scripting and the Professional Edition with C++ and Visual Studio support, both sold on Steam.

The Enterprise Edition has already been approved for sale through NASA’s ACES approval program for software, and NASA has joined a lineup of business customers using Leadwerks products that includes Lockheed Martin, Northrop Grumman, and the British Royal Navy.

In the near future the capabilities of our software will continue to expand to support the needs of business customers in the VR and simulation spaces. The development of Leadwerks Game Engine 5 is being directed with a focus on performance, hyperrealism, and improved ease of use.

Leadwerks Game Engine: Enterprise Edition is available to purchase for $499 on our website.

GameDev News

24. October 2017


Epic have released a Unreal Engine 4.8, with a massive number of new features and fixes.  Without further ado, lets jump into the list of changes.

  • Volumetric Lightmaps
  • Improved Static Skylight Directionality
  • Multi-bounce Indirect Lighting from Skylights
  • Apple ARKit iOS 11 Support
  • Google ARCore Developer Preview SupportUE418
  • Clothing Tools
  • Media Framework Improvements
  • Sequencer Improvements
  • Improved Physics Asset Editor
  • Multi-Convex Generation for Physics Asset Bodies
  • RigidBody Anim Node Improvements
  • Blendspace Editor Improvements
  • Global Find In BluePrints
  • Improved Cross-Level Actor References
  • In-Editor Localization Preview
  • Array Reordering
  • Advanced Material Preview Viewport
  • Platform SDK Upgrades including:
    • IDE Version the Build farm compiles against

      • Visual Studio: Visual Studio 2015 Update 3
      • Xcode: XCode 9.0
    • Android:
      • NDK 12b
      • Installer 1r6u1
    • HTML5: emscripten toolchain to 1.37.19
    • Linux: v10_clang-5.0.0-centos7
    • Steam: 1.39
    • Oculus Runtime: 1.17
    • SteamVR: 1.39
    • Switch: 1.7.0, 3.5.1 + NEX 4.2.0; Firmware Version 3.0.1-1.0
    • PS4:
      • 4.508.111
      • Firmware Version 4.730.001
      • Supported IDE: Visual Studio 2015, Visual Studio 2013
    • Xbox One:
      • XDK: June 2017 QFE3 for all all Xbox consoles (XB, XB1-S, XB1-X)
      • Firmware Version: October 2017 Preview 3 (versuib 16291.1000.170913-1900)
      • Supported IDE: Visual Studio 2015
    • macOS: Support for macOS 10.13 High Sierra has been added as a fully supported platform!
    • iOS: SDK 11
    • tvOS: SDK 11
  • Visual Studio Code Supported on Windows, Mac and Linux
  • Simplified iOS Certification Signing
  • Desktop Class Forward Renderer on iOS
  • Gradle Enabled by Default on Android
  • Android Camera Plugin
  • HTML5 Optimized  Browser WebAssembly is now default
  • LLM Low Level Memory Tracker
  • Improved XGE (Incredibuild) Shader Compiler Support
  • Unreal Audio Engine (Preview)
  • Audio Plugin Architecture Improvements
  • Source Bus and Submix Effects ( Unreal Audio Engine )
  • Improved Attenuation Settings

For a great deal more details on this release, be sure to read the Unreal Engine blog post on the subject.  As always this release is available via the Epic Game Launcher.

GameDev News

23. October 2017

LibGDX have just released version 1.9.7.  LibGDX is a popular open source Java based game framework, although releases have been somewhat infrequent of late.  We have extensively covered it in the past with text and video tutorials available here and here if you are interested in learning more.  This release includes several compatibility upgrades including iOS 11 support, RoboVM 2.3.3 support, a bump up to LWJGL 3.1.3 and several improvements and features.  Be aware that in order to support LWJGL code breaking changes were made to the GLFrameBuffer class.


Details from the release notes:

- Update to MobiVM(RoboVM) 2.3.3

- Add iOS 11 support

- Update to Lwjgl 3.1.3

- Update to MOE 1.4.0

- API Change: GLFrameBuffer has been refactored https://github.com/libgdx/libgdx/pull/4882. Create standard FrameBuffers with static methods. Customized FBOS with FrameBufferBuilder

- API addition: Tiled group layer support

- Fix Tiled properties, offset parsing for image layers

- API addition: Added utility methods for Vector equals with epsilon

- Fix Animation backing array type

- Fix Mesh copying with 0 indices

- Fix restoration of pooled particle effects scale

- Fix loss of controller listeners on reconnect

- Added basic kotlin project generation support in the setup tool

- API addition: Allow APK expansion to be used in fragments and activities

- API addition: Added color properties support from tiled maps

- API Change: Added rotation vector sensor support on Android

- API Change: GLProfiler refactored for OOP and lwjgl3 multi windows

- LWJGL3: The creation of additional windows via Lwjgl3Application.newWindow() is now deferred, with postRunnable(), until all existing windows have been updated. This fixes a potential native crash with NVidia GL drivers on Windows, presumably caused by a GL context conflict.

- API addition: Lwjgl3WindowListener.created() is called after a new window has been created. It's unsafe to call Lwjgl3Window functions in between Lwjgl3Application.newWindow() and this callback.

- Updated LWJGL3 backend to 3.1.3.

- Lwjgl3Graphics.setUndecorated() and Lwjgl3Graphics.setResizable() now delegate their work to the respective GLFW functions.

- API addition: ProgressBar.isVertical() - returns whether a progress bar is vertical or horizontal.

- API Change: SplitPane now by default does not allow the split amount to shrink children below their minimum sizes (cropping them). This behavior can be reverted by overriding clampSplitAmount or wrapping the children in Containers set to minSize(0) and fill(). SplitPane also now correctly includes the handle min size in its own min size calculations.

- API Change: SplitPane.getSplit() renamed to SplitPane.getSplitAmount() to match other getter and setter names.

- Improved internal Timer synchronization.

- API Change: List#drawItem, added float width parameter.

- API Addition: Make it possible to disable sound on the GWT-Backend with disableSound=true.

- API Change: ScrollPane setWidget deprecated in favor of setActor to match other APIs.

- API Change: removed JGLFW backend

- Fixed mixed up use of TexturePacker.Settings.stripWhitespaceX|Y.

- Added joystick POV support to LWJGL3 controller backend.

- Added support for 2d particles sprite animation.

- API Change: ParticleEmitter getSprite, setSprite, getImagePath, setImagePath are now getSprites, setSprites, getImagePaths, setImagePaths.

- Added support for 2d particles independant scale X and Y.

- API Change: ParticleEmitter getScale, matchSize are now getScaleX/getScaleY, matchSizeX/matchSizeY. Added scaleSize(float scaleX, float scaleY)

GameDev News

23. October 2017

RayLib is a free C library ideally suited towards beginners.  They just released version 1.8 adding procedural image generation, 3D geometric primitives, PBR material support and more.  If you are interested in learning more about RayLib be sure to check out our earlier hands-on look available here.


Details of the release from /r/gamedev:

  • Procedural image generation functions, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.

  • Parametric mesh generation functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.

  • PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a new complete PBR material example is also provided for reference.

  • Custom Android APK build pipeline with simple Makefile. Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.

  • rlgl module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a complete example provided. rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.

  • raymath library has been also reviewed to align with other advance math libraries like GLM. Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.

  • As always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib v1.8.

The complete change log is available here.  To learn more or to download RayLib click here.

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