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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


24. July 2018


Back in May of 2018, Pixel Game Maker MV was first announced, a new 2D game engine from Kadokawa, the makers of the seminal RPGMaker series of game engines.  Instead of targeting the JRPG style of game, Pixel Maker is aimed at top down and side scrolling platforming games like Zelda, Metroid or Castlevania.  These tools are aimed at people who want to do minimal programming, however they can be extended using the JavaScript language. 

Pixel Maker is now available on Steam in early access form.  Here is the description of Pixel GameMaker MV:

Create action games with ease - no programming necessary
You can now create your very own full action games without the need for any programming whatsoever. Compatible with JavaScript extensions, anyone from total beginners to seasoned developers can enjoy game creation to the fullest.
Create endless fun with “Multi-Viewpoint/Multi-Versus”
Allows for both top- and side-based views, as well as cooperative or competitive local play between up to four players. Works with any genre, so the games you can create are limited only by your imagination!
A simple way to create rich and beautiful game graphics
Using the graphic import feature, physics engine, particle effects, and multiple layer combination, you can create your own ideal game in exactly the way you want to make it, easily and without all the hassle.


If you are interested in learning more, I purchased the engine and did a brief hands-on, mostly walking through the interface.  That video is available here as well as embedded below.  The early access release is currently available at %20 off the retail price, currently just over $60USD.  As you will see from the video below, this is an early access product and some features are certainly missing, incomplete localization certainly topping the list!

GameDev News


24. July 2018


Most scripting languages, GDScript included, are type-less.  Instead of explicitly declaring variable types in script, it is inferred by the compiler or interpreter.   This can make code easier to write but can also make it harder to maintain, especially as complexity increases.  This is why you see solutions like TypeScript for JavaScript, this adds a type layer on top of a type-less language.  If you were hoping to see type support added to GDScript, well great news, that’s exactly what just happened!

In the upcoming release of Godot 3.1, a completely optionial type system has been added to Godot 3.1.

From the Godot news page, details of how the new type system can help:

It is quite common to use a variable only with values of the same type. With the dynamic nature of GDScript, you can inadvertently overwrite a variable with a different type and break your code logic in a way that might be hard to realize.

For instance, if your function expects a number, but you missed an input validation somewhere and is passing a string to it instead, you only will see an error at runtime (and only if you reach that point). In a larger code base, it's quite easy to miss things like that.

With type hints, Godot can know beforehand that you are passing the wrong type and show an error while you are editing the related code, even if you never run it.

You can learn a great deal more about the new type system in Godot 3.1 here.  To see the syntax in action, check out the video below.

GameDev News


22. July 2018


Raylib is a cross platform open source C based game framework that is absolutely perfect for beginners that want to get started with game development using C or C++.  It provides a complete C/C++ turn key game development setup with tools, editor and framework all pre-configured, just download and start coding.  If you are interested in learning more about Raylib be sure to check out our earlier video available here.  Raylib just released version 2.0, which now has less external dependencies.  Perhaps the most exciting new feature of this release is support for various Linux and *nix based operating system, a long requested feature.

The highlights of this release from the Raylib forums:

  • Complete removal of external dependencies. Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, that comes installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
  • Full redesign of audio module to use the amazing mini_al audio library, along with external dependencies removal, OpenAL library has been replaced by mini_al, this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
  • Support for continuous integration building through AppVeyor and Travis CI. As a consequence, raylib GitHub develop branch has been completely removed simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for up-to 12 different configurations, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
  • More platforms supported and tested, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, Android 64bit is already supported by raylib!
  • Support for TCC compiler! Thanks to the lack of external dependencies, raylib can now be easily compiled with a minimal toolchain, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for runtime compilation of raylib-based code... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in just a few seconds!
  • Refactored all raylib configuration #defines into a centralized config.h header, with more than 40 possible configuration options to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
  • A part of that, lots of new features, like a brand new font rendering and packaging system for TTF fonts with SDF support (thanks to the amazing STB headers), new functions for CPU image data manipulation, new orthographic 3d camera mode, a complete review of raymath.h single-file header-only library for better consistency and performance, new examples and way, way more.
  • As always, examples and templates have been reviewed and improved to work with new features; some new examples have been added and templates have been prepared for real multiplatform support including Android and HTML5.

These are only the highlight features, for complete details of the 2.0 release are available in the changelog.  Raylib is available here, while the source code is available on Github.

GameDev News


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