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31. July 2018


C++ has had a long run as the primary programming language for games, after taking the crown from C and ASM well over a decade back.  In recent years more and more developers are moving towards more productivity oriented languages such as C#.  What about developers that want to have the fine level of control of memory and low level access C++ provides, but want to get away from the complexity and cruft C++ has accumulated over the last 30+ years?  That is the niche the Rust programming language hopes to fill.  Rust is a systems programming language originally sponsored by Mozilla for use on the Firefox browser.  Game developers have long been interested in Rust, but last week one rather large game developer became the first to adopt the Rust programming language.


Last week, Ready at Dawn CTO Andrea Pessino released the following tweet:

image


Ready at Dawn is a well established game studio known for games such as The Order: 1886, Daxter and various God of War titles.  This tweet launched a far bit of interest in Rust, so I decided to start doing some research into the Rust echo system, a look at game engines and libraries available then promptly stopped…


Because this site, AreWeGameYet already did an excellent job of exactly what I was setting out to accomplish!  So there… if you are interested in checking out Rust for game development, be sure to start there.  Additionally if you are interested in learning a bit more about the state of Rust game development, as well as a quick tutorial on getting a Rust development environment up and running on Windows using Visual Studio Code using the Piston game engine, be sure to check out this video!

Programming


30. July 2018


The Defold game engine just released version 1.2.134.  The biggest new feature of this release is the ability to set the position and size of WebViews on mobile targets, while also enabling you to display multiple WebViews at the same time.  If you are interested in learning more about the Defold game engine, be sure to check out our complete tutorial series available here.


Details of the 1.2.134 release:

Engine

  • DEF-1973 - Added: API to set position and size of webviews.
  • DEF-2878 - Added: Support for onActivityResult callbacks for Android NE.
  • DEF-3368 - Fixed: Supply current webview URL in the callback for iOS.
  • DEF-3249 - Fixed: Mismatch in precision keywords between builtin model.vp and model.fp.
  • DEF-3383 - Fixed: Editor now builds custom engine if only an app manifest is specified.
  • DEF-3298 - Fixed: null accesses crash in the Android IAP module.
  • DEF-3381 - Fixed: Crash issue when getting default sample rate from AudioManager (Android).
  • DEF-3316 - Fixed: Crash if Android READ_PHONE_STATE permission is missing.
  • DEF-3283 - Fixed: Google Chrome AutoPlay Policy Change breaks audio playback.


Defold is a free game engine available for download here, registration is required.  The Defold engine is available for Mac OS, Windows and various flavours of Linux.

GameDev News


26. July 2018


PlayCanvas, a 3D HTML powered game engine, just released version 1.6.  This version adds new sprite and texture atlas APIs, derivative mapping, CricleCI support as well as several fixes and performance improvements.

Details of the release from the Github release notes:

  • [ADDED] Make sprite and texture atlas APIs public
  • [ADDED] Support for derivative mapping that requires no tangent vertex attribute. Only enabled for primitives at the moment.
  • [ADDED] Add pc.SORTMODE_CUSTOM as new layer sort mode
  • [ADDED] Enable CircleCI support for running ESLint and unit tests
  • [FIX] Fix bug which can lead to NaN drawOrder in element
  • [FIX] Make sure drawOrder and layers properties are cloned in sprite component
  • [FIX] Entity references not resolved when Entity#clone() is called
  • [FIX] Lots of ESLint errors
  • [PERFORMANCE] Remove redundant IE11 workaround for no UNSIGNED_BYTE support for vertexAttribPointer
  • [PERFORMANCE] Defer primitive mesh creation until needed
  • [PERFORMANCE] Refactor pc.GraphicsDevice constructor

If you are interested in learning more about PlayCanvas, be sure to check out our recent 3D tutorial, our older Closer Look or our recent look at the recently added 2D functionality.

GameDev News


26. July 2018


CryEngine 5.5 just got a step closer with today’s release of Preview 5.  Beyond bumps to a few SDK dependencies, 5.5 preview 5 is mostly composed of fixes.  New features include a new lens flare effect and a screen fader post effect.Cry55


Highlights:

  • Updated to Wwise SDK v2017.2.6 build 6636.
  • Updated to Fmod Studio 1.10.06.
  • Updated Oculus spatializer plugin for Wwise 1.27.0.
  • New: View dist ratio for clip volumes.
  • New: Added feature light lens flare.
  • New: Screenfader post-process effect.
  • Fixed: Bug where m_fZoomDistanceSq would change during successive render passes and cause culling of attachments during skinning.
  • Fixed: Map load causes collider component settings to change.
  • Fixed: Crash when opening a certain Particle Effect.
  • Fixed: Missing WaterDDN in vertex-shader.
  • Fixed: Cubemap rendering.
  • Fixed: SVOGI in combination with forward tiled.
  • Fixed: Temporal AA jitters.
  • Fixed: Clip volumes for fog volumes
  • Fixed: Emitters not activating properly (muzzle flashes etc.).
  • Fixed: C# solution not being generated for non-C# projects in the Sandbox Editor (when the first C# file is added).
  • Fixed: Crash in obtaining help info in python module after VS 2017.7 compilation. Autocomplete data is generated by pythoneditor.generate_pythoneditor_autocomplete_files.
  • Fixed: .level.cryasset file is not generated after upgrading levels from .cry to .level.
  • Fixed: Not enough occlusion if offline voxelization for GI is used.

You can read more about the 5.5 Preview 5 release here

GameDev News


25. July 2018


Blind Mind Studios, a now inactive game developer, have just released the source code and all assets (minus music) of their commercial game Star Ruler 2.  Star Ruler 2 is described as:

Star Ruler 2 is a massive scale 4X/RTS set in space. Explore dozens, hundreds, or even thousands of systems in a galaxy of your choosing, expand across its planets, exploit the resources you find, and ultimately exterminate any who stand in your way. The fate of your empire depends on your ability to master the economy, field a military, influence galactic politics, and learn what you can about the universe.

As the why they released the source code:

This repository contains the full source code needed to build Star Ruler 2, and all secondary scripts, data files and assets required to run it.

Blind Mind Studios has been inactive for a few years now, so we decided to open-source the game as a whole and allow anyone interested in how its engine works to tinker with it.


The source code is released under the very liberal MIT license, while the data and assets are under the CC-BY-NC2 license.  You can download the source code as well as get building instructions for Windows and Linux over on Github.  If you want to connect with other people interested in Star Ruler 2, check out the discord here.

GameDev News


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