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26. September 2018


Today at Oculus Connect 5, Oculus announced the upcoming Oculus Quest headset.  What makes this headset special is it is full 6 degree of freedom tracking, without base stations while being completely wireless.  It slots into the lineup between the cheaper but less capable Oculus Go, and the more expensive but wired Oculus Rift, which requires a full desktop PC to function.

Details of the Oculus Quest from the Oculus blog:

We’re excited to usher in the next era of VR gaming with the introduction of Oculus Quest, our first all-in-one VR gaming system. Oculus Quest will launch in Spring 2019 for $399 USD. Offering six degrees of freedom and Touch controllers, Oculus Quest makes it easy to jump right into the action—with no PC, no wires, and no external sensors. We have over 50 titles lined up for launch, with even more in the works including some of your favorite Rift games like Robo Recall, The Climb, and Moss.

Oculus Insight
We also unveiled Oculus Insight, our breakthrough technology that powers inside-out tracking, Guardian, and Touch controller tracking. This innovative system uses four ultra wide-angle sensors and computer vision algorithms to track your exact position in real time without any external sensors. Insight gives you a greater sense of immersion, presence, and mobility, plus the ability to go beyond room-scale. And we’ve brought over Guardian to help keep you safer while in VR. It’s easy to setup and experience whenever you want.

The Best VR Games Deserve the Best VR Controllers
With the same buttons, thumbsticks, and sensors that have defined VR gaming, our intuitive Touch controllers bring your real hands into VR and let you easily and naturally interact with the world around you. By shipping Oculus Quest with Touch, everything developers have learned about game design for Rift applies to Oculus Quest. Now you can enjoy the best that VR gaming has to offer, starting at $399 USD for a 64GB headset—with the convenience and portability of all-in-one VR.

Quality Meets Comfort
Oculus Quest includes the same best-of-class optics as Oculus Go with a display resolution of 1600x1440 per eye, while incorporating a lens spacing adjustment to help maximize visual comfort. And we’ve improved our built-in audio, so you get high-quality, immersive sound with even deeper bass.

GameDev News


25. September 2018


Back in March of this year, Epic announced a $12 million dollar asset giveaway of their now defunct game Paragon.  This included several characters and world creation assets from the game, in Unreal Engine format, complete with rig, control blueprints, multiple animations and more.  These are free for use as long as you are using them in an Unreal Engine powered project.  Today Epic announced the final release of assets from the game, a final 19 fully rigged and textured characters.

Details from the Unreal Engine blog:

This final round follows two previous releases in March and August through which developers can download Paragon packs to use in their own UE4 projects with no strings attached. To date, Epic has released more than $17 million worth of content from its high-end multiplayer online battle arena game, including dozens of characters with their custom animation Blueprints, visual effects and audio dialogue, along with environment set pieces and sample maps.


This final selection of free releases includes 19 memorable Paragon Heroes: Aurora, Drongo, Gideon, Greystone, Iggy & Scorch, Kallari, Lt. Belica, Morigesh, Narbash, Revenant,  Sparrow, Steel, Sun-Wukong, Terra, The Fey, Wraith, Yin, Zinx and Boris - the previously unreleased character who was the final Paragon Hero to be announced. In addition, several previously unreleased bonus skins are also included.

You can view the assets in the Unreal Engine store right here.  For details on how to use the assets, be sure to watch the following video:

Art GameDev News


25. September 2018

 

Shortly after the Defold game engine was released we published this tutorial series.  A lot has changed since including a whole new editor.   Therefore we have just finished publishing a completely new 12 part tutorial series to DevGa.me that covers all aspects of using the Defold game engine.  Chapters include:

Introduction to the Defold Engine 

Creating your First Project

Navigating, Importing and Texture Atlas Creation

Creating a Game Level

Using Defold Extensions and Using a Custom Camera

Creating a Player

Handling Input

Playing Music

Particles

Adding Physics

Creating a Main Menu

Switching Scenes

 

The series homepage is available here, while there is also a video version available here and embedded below.


24. September 2018


MonoGame, the open source game framework based on Microsoft’s long defunct XNA framework, just released version 3.7.  The biggest new feature of this release is most likely official support for the Nintendo Switch platform, but it also contains several improvements and fixes.  If you are interested in learning how to use MonoGame, be sure to check out our complete MonoGame tutorial series.


Details from the forum release post:

  • Remove Scale and Rotation properties from Matrix. #5584
  • Added Switch as a platform. #5596
  • DirectX: Fixed multisample clamping logic. #5477
  • SDL Gamepad DB update. #5605
  • Add Missing method OpaqueDataDictionary.GetValue. #5637
  • Increase code coverage in Model* family. #5632
  • Fix scroll wheel events on Windows Universal. #5631
  • Implement GetHashCode on Vertex types. #5654
  • Implement GetHashCode and ToString methods for Joystick. #5670
  • Fixed Gamepad DPad on Android. #5673
  • Pipeline process not terminating on exit fix. #5672
  • Added Joystick.IsSupported property. #5678
  • Use GraphicsCapabilities.MaxTextureAnisotropy on SamplerState. #5676
  • Make SpriteBatch.End throw when Begin not called. #5689
  • Add Open Output Directory option to Pipeline Tool. #5690
  • Rename Exit to Quit on Pipeline Tool Linux Headerbar. #5687
  • Added minimum size to the Pipeline Tool window. #5692
  • Added Id and DisplayName properties to Gamepad. #5625
  • Improved GameController database loading for DesktopGL. #5606
  • RPC curves are now updated before Cue is played. #5709
  • Fixes to Texture2D.FromStream on Windows DirectX. #5712
  • Support DistanceScale and DopplerFactor under OpenAL. #5718
  • Implemented Microphone for OpenAL platforms. #5651
  • Implemented caching of staging resources used to copy data from a Texture2D under DirectX. #5704
  • Reusable function for raising events. #5713
  • Remove reference to SharpDX from project templates. #5611
  • Improvements to VideoPlayer for Desktop DirectX. #5737
  • Use SharpDX NuGet packages from our NuGet packages. #5748
  • Fixed leaks that affected shutting down and recreating GraphicsDevice under DirectX. #5728
  • Texture2D mipmap generation and population fixes. #5614
  • Remove SharpDX.RawInput.dll reference from DirectX graphics backend. #5723
  • New fast Texture2D.FromStream implementation for DesktopGL ported from STB. #5630
  • Added support DrawInstancedPrimitives on OpenGL platforms. #4920
  • Fixed mouse touch event to release when mouse moves outside the client area or we loses focus. #5641
  • Added GraphicsAdapter.UseDebugLayers to enable GPU debug features in release builds. #5791
  • Fixed DirectX back buffer update when multisampling changes. #5617
  • Adds Xbox One S controller support to Linux. #5797
  • Do not allow the Pipeline tool to delete files outside the content folder. #5820
  • OpenGL Mouse.SetCursor now works with alpha correctly. #5829
  • Implement Mouse.SetCursor() for Windows. #5831
  • Fix pre-emptive song finish in OggStreamer. #5821
  • UWP Templates use target version selected in wizard. #5819
  • Implement Mouse.WindowHandle under Windows DirectX. #5816
  • Improve shader error/warning parsing in Pipeline Tool. #5849
  • Fix crash on multi-editing bool values in Pipeline Tool. #5859
  • Fixes to XACT sound effect pooling. #5832
  • Improved disposal of OpenGL resources. #5850
  • Better support for WAV audio formats in content pipeline and FromStream. #5750
  • Fix for build hang with no mgcb file in project. #5886
  • Removed deprecated Rider settings from Linux installer. #5881
  • Improved performance of SpriteFont.MeasureString() & SpriteBatch.DrawString(). #5874
  • Sort content when saving MGCB files. #5930
  • Fix a crash when building content in xbuild. #5897
  • Fixed back button problems in UWP. #5810
  • Removed Windows 8.1 and Windows Phone 8.1 support. #5809
  • Upgrade to SharpDX 4.0.1. #5949
  • Update the UWP Template to use the Latest SDK. #5931
  • Fixed the Scissor rect calculation on DesktopGL and OpenGL platforms. #5977
  • Calculate the Client Bounds a bit later. #5975
  • Rework Android OpenGL Framebuffer Support. #5993
  • Implemented GraphicsDevice.GetBackBufferData. #5114
  • Optimizations to Length and Normalize in Vector3 and Vector4. #6004
  • Added MGCB man page for Linux. #5987
  • Included mgcb autocomplete for bash. #5985
  • Fixed GamePad.SetVibration crash. #5965
  • Fallback SurfaceFormat for RenderTargets. #6170
  • Added O(1) EffectParameter lookups by name. #6146
  • Reduce MouseState garbage in Desktop DirectX. #6168
  • Made SpriteFont constructor public. #6126
  • New Template System using Nuget. #6135
  • Use StbSharp for all Texture2D.FromStream. #6008
  • Dynamic reference loading in Pipeline Tool. #6202
  • Fix Pipeline tool to work regardless of Mono changes. #6197
  • Update Template Icons and Fix Mac Info.plist. #6209
  • Fix typo in VS2013 Shared Project Template. #6216
  • Fill up dotnet template info. #6226
  • Support Mac Unit Tests. #5952
  • Updated Assimp to latest version. #6222
  • Make sure that the window titlebar is within screen bounds on DesktopGL. #6258
  • Fixed trigger/dpad button state and reduced garbage in iOS Gamepad. #6271
  • Updated Windows Universal Min SDK Versions. #6257
  • Fix property content serialization detection when using a property named Item. #5996
  • Fix launcher default mimetype in Linux installer. #6275
  • Restore NVTT. #6239
  • Support unicode in window title under DesktopGL. #6335
  • Add crash report window to Pipeline Tool. #6272
  • Fix linking for copy action in Pipeline Tool. #6398
  • Implemented KeyboardInput and MessageBox for Windows DX. #6410
  • Fixed audio interruption bug on iOS. #6433

Programming


24. September 2018


A little over a year ago, we checked out GDevelop in the Closer Look game engine series.  Since that review was published, GDevelop 5 was released.  Today we took a quick look at the new version of GDevelop 5, a massively streamlined and easier to use version.  If you checked out GDevelop earlier, I highly recommend you check again.  If you haven’t, and are looking for an open source, cross platform, no programming required 2D game engine, GDevelop is a great option.



Click here to get started with GDevelop.

Programming


See More Tutorials on DevGa.me!

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