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2. August 2018


Today saw the release of version 3.0 of the Xenko game engine.  The Xenko game engine was made by Silicon Studios in Japan, previously known as the Paradox 3D engine.  It was obviously having some issues as a product, with a few announced changes to the licensing structure and then in March rumours that it would be open sourced.  Today that exact thing happened, Xenko 3.0 was released under the MIT license and is now available on GitHub.

As part of this release, Silicon Studios are no longer going to be supporting Xenko development.  Fortunately though, this is not the end for Xenko, as one of the engine developers is currently going to be supporting the engine full time, at least in the short term.  He has started a Patreon account in an attempt to raise the funding required to continue supporting the game engine going forward.

Details from the announcement:

You read that right. Xenko 3.0 is out now, released under the permissive MIT license.

From now on, you can use and modify Xenko completely free — whether you’re a professional, a student, or just looking for a new hobby. This includes both the runtime and editor.

Main focus for this release was on the open-source transition, but Xenko 3.0 also includes some new features, such as a switch to the new C# project system, video, hair and skin rendering. Read the full release notes here.

Silicon Studio no longer supports Xenko, but members of the Xenko team will continue to work on it independently as part of the community. More specifically, I will personally work on it fulltime for the next few months to see if it picks up some steam as a community project. Kudos to Silicon Studio for starting and supporting the project so far! Turning the project open-source and community-driven is a fantastic achievement.

While the majority of the 3.0 release was targeting at moving to open source, there were a few additional features including video playback support and hair rendering.  Additionally the SiliconStudio namespaces were removed, so if you are an existing Xenko developer, you will have to do some refactoring. 

If you are interested in learning more about the Xenko game engine, be sure to check out our Closer Look review, as well as our much older Tutorial Series.   You can see hands-on with the engine in this video and see what it is capable of in the 2017 demo reel.

GameDev News


1. August 2018


Wave Engine 2.5.0 “Orca” was just released.  Wave Engine is a free to use C# powered cross platform game engine I previously featured in the Closer Look game engine series.  This release includes several nice new improvements including Bullet 3D physics support, ARKit/ARCore support, gltf file support and much more.

Details of the release:

NEW FEATURES
- Added ARMobile (ARKit and ARCore) support.
- Added Bullet Physics 3D integration.
- Added new Model asset workflow.
- Added GLTF support.
- Added Morphing support.
- Added new Animation3D component.
- Added Mixed Reality support.
- Added Render Layers integration in Visual Editor.
- Added support for Rasterizer, Blend and DepthStencil state descriptions.
- Added Line Mesh components.
- Added the possibility of disabling protobuf serialization.
- Optimized Transform 3D.
- Improved Visual Editor performance.
- Added convert from prefab to entity.
- Added Copy entity path as entity option in Visual Editor.

FIXES
- Fixed Drag and drop issues with entities in Visual Editor.
- Fixed Linux Gamepad support and crash.
- Fixed Camera.Unproject incoherences.
- Fixed xCode 9 template support.
- Fixed multicomponents on prefabs.
- Fixed internal memory leak with Vertex Buffers.
- Fixed WaitGameAction memory leak.
- Fixed problems with large Tilemaps.
- Fixed RenderPropertyAsFInput with converters.
- Fixed Blending problems with Noesis Panels.
- Fixed new material creation issues.
- Fixed PerfabInstance delete issues.
- Fixed cubemap reflection issues.
- Fixed OpenGL issue when rendering Opaque and Alpha layers in the same scene.
- Fixed minimum iOS template version.


You can read a great deal more about the release right here.  For more details be sure to watch the video below.

GameDev News


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


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