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2. June 2018


Godot 3.0.3 RC3 was just released.  This release focused heavily on getting Mono exporting working properly:

Quite a lot of work went into making the Mono exports work for Windows targets. It turned out to be quite a hairy problem. But now Mono exports to Windows, Linux, and MacOS should work with a single click. It is no longer necessary to ship the Mono runtime DLL manually.

In this release JavaScript export templates were also restored after being broken in RC2.

There are however some changes and known issues you should be aware of in this release.  Details from the release announcement blog:

Known incompatibilities with Godot 3.0

  • If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always '0' then you will need to fix your code as this is now correctly calculated. See #15554 for details.
  • Setting the v member of a color did not properly set the s member. This is now corrected. See #16916 for details.
  • RichTextLabels did not properly determine the baseline of all fonts. If you relied on the look of the previous implementation please let us know. See #15711 for details.
  • SpinBoxes didn't calculate their width properly. This is now fixed but could subtly change your GUI layout. See #16432 for details.
  • OGG streams now correctly signal the end of playback. If you were relying on this not happening please let us know. See #15910 for details.

Known bugs in Godot 3.0.3

  • Vector3.snapped() does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.
  • move_and_slide() doesn't quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See issue #16459 for an explanation.
  • Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.

The 3.0.3RC3 release is available for download here.

GameDev News

1. June 2018

Cocos Creator just released version 1.9.2.  Cocos Creator is a complete cross platform 2D  game engine with editor built on top of the Cocos2d-x open source project.   A lot of this release features improvements to WeChat and QQ play support, two services extremely popular in the Chinese market.  Cocos Creator is available on Windows and Mac OS.

Details of the release:

Features
  • [Editor] [Timeline] Animation Editor can edit “missing nodes” and allow node data to be migrated
  • [Editor] [Timeline] Animation Editor supports copying and pasting keyframes on multiple nodes at the same time
  • [Editor] [Timeline] Animation Editor Several Experience Optimizations
  • [Editor] Place the adaptation layer code of QQ Play and Wechat games into the Contents/Resources/builtin directory of the editor for users to upgrade
  • [Engine] Upgrade Facebook Instant Games SDK to 6.2
  • [Engine] Optimizing Label’s Memory Usage on Non-native Platforms
WeChat Games
  • Fixed an issue where the AudioSource component may report an error when it is destroyed
  • Optimize the implementation of sounds on WeChat games
  • Use openDataContext to define the open data field in the game.json of the WeChat game. Change the entry file of the open data field to index.js
  • Fix the issue of loading remote resources in the WeChat open data domain
  • Fix errors that may occur when loading plist particles on WeChat games
  • Fix gl.texImage2D error caused by calling cc.RenderTexture.create in WeChat game
  • Fixed an error on WeChat getting old WeChat game open data domain on old version
  • Allows simulation of system information obtained through cc.sys.os on the WeChat mini game developer tools
  • Fixed an issue where the subdomain could not be correctly identified on the old version of WeChat
QQ Play
  • Optimized QQ to play a sound on the realization
  • Fix QQ playing a problem with the following blue screen in iOS 10
  • Repair QQ may play an error when loading plist particles
  • Fixed plug-in script loading exception when posting to QQ to play with Windows
  • Improve header processing in XMLHttpRequest for QQ
  • Perfect userAgent for QQ
  • Fixed QQ playing a text stroke effect
Bug Fixes
  • [Editor] Fix Documentation Links for AudioSource and MotionStreak Components
  • [Editor] Fix the problem that the editor might preview the animation if the animation changes the node’s active
  • [Editor] Fixed an issue where the editor could not be accessed when the login server went down
  • [Editor] Fix the issue that when you repeatedly drag to the same prefab as a child of other prefab
  • [Engine] Fixed an issue where the sprite’s blend mode could not be set to ZERO on the web platform
  • [Engine] Fixed a problem in cc.sequence where nesting other calls to the repeat method’s action would cause abnormal speeds in special cases
  • [Engine] Fix Sprite error after scene change
  • [Engine] [JSB] Fixed an issue that triggered assertions after creating cc.GLProgram in the JS layer and adding it to cc.shaderCache
  • [Engine] [JSB] Fix Native Platform Physics Engine Binding Problem
  • [Engine] [Native] Fixed cc.Sprite.FillType enumeration error on native platform
  • [Engine] [UI] Fixed a positioning issue that may be caused when the scroll view is enabled with vertical, horizontal scrolling, and the inner size is too small.
  • [Engine] [Audio] Fixed an issue where playing audioEngine.resume repeatedly would start from scratch.


If you want to learn more about Cocos Creator, be sure to watch our hands on video available here and embedded below.

GameDev News

31. May 2018


Now that Armory3D is fully funded an installable version will be available for download any day now.  Armory is a game engine built using the Haxe programming language over the Kha framework that runs inside the open source graphics application Blender.  The timing of this release is ideal, as it was recently announced the Blender Game Engine is being removed from Blender.


Armory is a game engine I’ve been excited for for some time now.  You can learn more about Armory here, access the complete documentation here and download the source code here.  Additionally there are a series of examples available here with more complicated/complete templates available here.  Hopefully the full version will be available for download in the next few days.


I fully intend to do a tutorial series covering using the Armory game engine, which hopefully I will be launching soon.  However in the meantime I created this introduction to Armory which should illustrate to you why this engine has me as excited as it does.  Of course being built on top of Blender, you are also going to have a solid understanding of Blender to make used of Armory3D.  Thankfully, I’ve got you covered there with both a text based and video based Blender tutorial series to get you started.


Video Link

GameDev News, Programming , ,

29. May 2018


If you are a pixel artist, one of the most challenging tasks you have to deal with is handling multiple resolutions and aspect ratios that your game might run at.  Thankfully if you are using the newest (Unity 2018.2b3 or later) version of Unity there is now a new component that makes this job borderline trivial.

Announced in the following tweet:

image


You can download the component and a couple sample scenes here on Github, and you can read more about it here.

The 2D Pixel Perfect package contains the Pixel Perfect Camera component which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.


It is a single component that makes all the calculations needed to scale the viewport with resolution changes, removing the hassle from the user. The user can adjust the definition of the pixel art rendered within the camera viewport through the component settings, as well preview any changes immediately in Game view by using the Run in Edit Mode feature.

Using the camera is simple, once the package is installed, it’s simply added to a camera and configure:

image

Your game should now scale gracefully across resolutions and aspect ratios.  To see the Pixel Perfect Camera in action be sure to watch this video, also embedded below.

GameDev News, Art, Programming

28. May 2018


Last month we reported that Blender Game Engine (BGE) was being removed entirely from the source code of Blender for the upcoming major 2.8 release.  Judging by the comments section this was certainly a polarizing decision, with replies basically falling into two camps.  On one side there was a lot of “good riddance to bad rubbish” type replies, while in the other camp it was mostly “I’m done with Blender if this happens”.  Clearly the decision impact enough people that something had to be done.  Well, that something was just announced on Twitter:

image


The linked article from the developer mailing list:

Hi all,

The Blender Foundation Development Fund has reserved a number of bigger donations (also on donator's request) for game engine and interactive 3D related features.

Now 2.8 is getting shaped up, it was time to check on this topic. Yesterday afternoon I met with Benoit Bolsee and a couple of Code Quest participants, to discuss the future of Blender's real-time 3D needs and "interaction mode".

The outcome is that Benoit accepted a grant to work as designer and lead developer for one year on bringing back a good real-time interactive 3D system in Blender. He will do this part-time, in average 1.5 days per week, starting July 1st.

Obviously all work and further discussions will be done in public; using our regular channels (mailing lists, code.blender.org, developer.b.o, devtalk.b.o). Help from other Blender developers is very welcome. This will be further announced when Benoit starts.

To summarise, work will first be done in two areas;

- Implement a high quality real-time viewport with physics/event handling. This should result in a pleasant & usable environment to setup and bake simulations.

- Design and prototype a new nodal logic system.

Related to this work is also to enable good support (export or some kind of integration) for external game engines such as Godot, Armory, Blend4Web, Unreal, Unity, etc.

I especially invite the first three (open source) projects to connect with us to find ways to keep a high level of compatibility.

Work on typical GE features such as super-fast drawing (LOD, etc) are welcome too but should be part of the regular work on Blender's viewport and our internal drawing engines. That way everyone benefits. Laters,

-Ton-

Blender Game Engine is not coming back, but a great deal of the functionality that was removed with it will be returning. Additionally Blender will be working directly to support Blender as a game development tool for existing game engines.

Art, GameDev News, Programming ,

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