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10. September 2018

Kanova is a VR enabled sculpting application from Foundry, the makers of Modo, Mari, Nuke and of computer graphics applications.  It is currently available for free on steam in early access format and enables you to sculpt 3D models like using virtual clay.  Check the video embedded below to see Kanova in action.  This release brings several new features the biggest of which being custom brushes.

Details of the release from the Steam store:

New features

  • Custom brushes!
    • You can copy a layer that you’ve sculpted to use as a brush right now.
    • You can save a layer as a brush file.
    • There is a new custom brush browser:
    • On the desktop, go to the View > Panels menu and choose Brushes to show it. Double click on a brush icon to activate it or a folder icon to change into that folder.
    • In VR this is on a new Brushes tab. Single click on a brush icon to activate it or a folder icon to change into that folder.
    • Saved brushes have the extension .kbrush
    • You can add a new brush to your collection by copying the .kbrush file into your Documents/Kanova/Brushes folder.
    • Custom brushes are suitable for stamping at the moment but performance is not yet good enough to use them for a continuous stroke.
  • The default location for all per-user Kanova content is now your Documents/Kanova directory.
      tunables.ini now lives in this folder. If you had a custom tunables.ini file before, you must move it into Documents/Kanova or it will be ignored.
    • There are separate subdirectories for sculpts, brushes, reference models, reference images, shaders, etc.
    • You can add custom shaders by dropping them into Documents/Kanova/Shaders. If you had any custom shaders before, you must move them into Documents/Kanova or they will not be detected.
    • You can add custom brushes by dropping a .kbrush file into Documents/Kanova/Brushes.
  • Thumbnail image for your scene
    • You can capture a thumbnail image for your scene. Go to the Edit menu and choose Capture Thumbnail.
    • When you save your scene after capturing a thumbnail, the thumbnail will be embedded in the .dfm file.
    • The file browsers have been modified to display these thumbnails when available.
  • You can enter a hex value for a color:
    • Click on the label which shows the hex value of the current color & it will change into an editable field. Type in a value then press Enter or Return to accept it; press Esc or move input focus out of the field to cancel.
    • You can type in hex values of the form #rgb, #rrggbb, #rrrgggbbb, #rrrrggggbbbb. Hex values must always start with a ‘#’.
    • You can also type in color names, like “white”, “cyan”, “silver”, “red”, etc. The full list of accepted names is here:
      Color names and hex values are case-insensitive.
  • ADF cleanup improvements:
    • Cleanup now runs automatically during idle time; you can interrupt it at any time to start a new stroke or perform some other action.
    • Just-in-time cleanup is done automatically where necessary during a stroke.
    • Idle-time cleanup and just-in-time cleanup are both disabled by default for now because we’re still working on some performance issues. They can be enabled under the debug menu.
    • Removed the old options for different cleanup types (Manual, Postprocess or Just-In-Time).

    Removed functionality
  • You can no longer save in older versions of Kanova’s file format.
    • You can now only save in v8 of the file format, which is the latest at time of writing. This uses a lot less disk space than earlier versions and supports all of Kanova’s current features.
    • You can still load files in older versions of the file format. You will not lose any of your sculpts!
    • If you re-save an older file, it will be saved in the latest version of the file format - and it will almost certainly get a lot smaller as a result.

    Bug fixes
  • ADF cleanup works with all meshing algorithms now; previously it only worked with DF3DMesh.
  • More accurate tracking of whether the file has been modified or not:
    • Previously, undoing back to the last point where the file was saved would still show the file as modified.
    • The current file would sometimes be shown as modified even if it hadn’t been changed since it was loaded or created.
  • Kanova wasn’t exiting cleanly from SteamVR
    • After exiting, Steam still showed Kanova as running. You had to exit from SteamVR as well before you could restart Kanova.
  • If you used a keyboard shortcut involving the Ctrl key which popped up a dialog (e.g. Ctrl+O to open a file), it would toggle the Erase modifier.
  • If you used a keyboard shortcut involving the Shift key which popped up a dialog (e.g. Ctrl+Shift+A for “save as…”), your current brush would be switched to the Smooth tool.
  • Crash when loading an OBJ file as a reference model if the OBJ file doesn’t contain vertex normals and at least one of vertex colors or UVs.
  • If the filename entered into a save dialog did not have an extension, no default extension was being added. This affected saving a Kanova scene, exporting a scene and saving a screenshot.
    Known bugs
  • Some older files no longer load correctly, they appear to have chunks missing. You should not resave over any files where you notice this problem. Any files created with 1.0v1b3 or later should be unaffected.

GameDev News

10. September 2018

Following up on our C#, C++ and Lua game engine lists, today we are going to look at frameworks and engines that use the Haxe programming language.  In the Haxe ecosystem, many frameworks are build on top of other frameworks, so we will be covering them in order, from lowest level to the highest.  If we have previously done a tutorial on video on the engine/framework, there will be a learn more link to the right.

Lowest Level

NME – Native Media Engine


Intermediate Level

Kha (Learn More)


High Level 2D

HaxeFlixel (Learn More)


Stencyl (Learn More)

High Level 3D


Heaps (Learn More)

Armory3D (Learn More)


6. September 2018

Recently we have broken down lists of 3D game engines that use the C++ language or C# language as a programming language for game logic.  Today we are going to look at game engines using the Lua programming language.  This doesn’t mean the game engine was created using the Lua language, instead we are covering engines that can be scripted using Lua.  In this list, unlike the previous two, we are going to include both 2D and 3D game engines in the list.  Additionally, for 2D engines, we will also include frameworks that don’t necessarily include level editors.

2D Lua Engines:

Defold (Learn More)


LÖVE (Learn More)


Raylib (Learn More)


3D Lua Engines:

Spring RTS

GameGuru (Learn More)



Lumberyard (Learn More)

Roblox Studio

Urho3D (*Needs to be enabled)

Stingray|3DS Interactive


CryEngine (Deprecated)

Cocos2D (Undocumented)

PolyCode (Seemingly abandoned)

Marmalade (Deprecated)



4. September 2018

Last week we took a look at the available C++ game engines, that is, 3D game engines that you can use C++ to write game logic.  Today we are going to look at C# game engines.  We are using the same criteria as the last list, the engine must be 3D, actively under development and programmable using C# (regardless to the language used to write the actual engine).  Over time I have covered several of these engines, in which case I will add a learn more link when applicable.

C# powered game engines, in no particular order:

Unity (Learn More)

CryEngine (Learn More)

Xenko (Learn More)

WaveEngine (Learn More)

Godot (Learn More)

Banshee (Learn More)

FLAX (Learn More)

UrhoSharp (Learn More)

If you have a suggestion that didn’t make this list, please let me know below!


30. August 2018

Due to it’s popularity in the professional game industry, I get all kinds of requests for C++ based game engines.  That is exactly what this guide is, a collection of game engines that use C++.  This is not about game engines that are written using C++, many if not most game engines are at least partially written using C++, instead it covers engines where you (can) primarily use C++ in developing an actual game using the engine.  So without further ado, let’s jump into the list of (3D only) game engines that (can) use C++ to develop games.

The game engines, in no particular order:

CryEngine (Learn More)

Lumberyard (Learn More)

Unreal Engine

OGRE  *Technically a renderer

G3D Innovation Engine (Learn More)

Godot (Learn More)


Banshee Engine (Learn More)

Source Engine

Limon Engine (Learn More)




Urho3D (Learn More)

Toy Engine (Learn More)

Panda3D (Learn More)

Esenthel (Learn More)

Tombstone Engine (C4 successor)





The list is not comprehensive but tries to at least get most of the options out there.  If I missed something, please let me know in the comments below.  For more information on all the engines listed above, be sure to check out the following video.  Any engine with a learn more link to the right of it means we have previously covered this engine in video form.


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