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26. March 2018


As we mentioned over the weekend Unity released their C# code on Github.  This is not a full release, instead the code is mostly that for the editor as well as wrappers over the underlying C++ code.  This release is also under a very specific and heavily restricted license.  Let me say this very clearly in bold text, this is not an open source release!  This instead is to help people debug what is going on behind the scenes, not for developers to extend upon or fix the underlying source code.  The code is for the most current version of the editor.

Further details from the Unity developer blog:

We are not releasing Unity as open source. Not even a little bit. (Sorry.) It’s not that we don’t like open source. We’d open source all of Unity today if we thought we could get away with it and still be in business tomorrow, and we do have a growing number of open source projects. But the main engine will remain proprietary for the foreseeable future, and the C# reference source code is released under a license which only permits you to read the code, not modify it. Please consult the full license text for details before you get carried away.

We also do not take pull requests against the C# reference source code. We have neither the legal nor organizational frameworks in place to handle such PRs, not to mention that the mere act of preparing a PR is actually against the reference license (which, again, doesn’t permit modifications to the code). We would like to hear about it if you find a bug in the C# reference source code, but please report it using the Unity Bug Reporter (describing the issue and possibly linking to the relevant lines or files in the reference source code), not by submitting a pull request on GitHub.

The source code is available on Github here.  For more details be sure to watch the video below.

GameDev News

23. March 2018


The popular open source vector graphics application Inkscape just had a new release, version 0.92.3.  This release was primarily a maintenance release but a few new features were also added.image


Details of the release:

  • Blank pages being output when attempting to print multiple copies of a document
  • The inability to cancel during the export of large files
  • Application crashes caused by attempting to drag a path at a cap or line join
  • Some issues with keyboard shortcut functionality on non-Latin keyboard layouts

A few performance improvements and usability enhancements that made it into the release, include:

  • New SVG export options from the command line
  • Support for right-to-left text
  • Improved ellipse controls
  • Multi-line text support for the PDF+LaTeX export
  • New render tile preferences for performance tuning
  • Better startup performance for many Windows users

You can read more about the release here with the complete release notes available here.  Mac users are going to have to wait a few days for a package to be available, but Windows and Linux users can download it here.

GameDev News

22. March 2018

Phaser is a popular open source HTML5 2D game framework, that just released version 3.3.0.  Phaser has been on a rapid release schedule since Phaser 3 was released just last month.

Highlights of this release include:

  • Lots of new Game Configuration properties which are passed to Phaser330the renderer, including power preferences, anti-aliasing, drawing buffer preservation and more.
  • Arcade Physics can now wrap physics bodies around the world.
  • Camera shake, fade and flash all now have optional callbacks that can be invoked when the effect completes.
  • Camera fadeIn and Camera fadeOut are two new methods to help with scene transitions (also with callbacks)
  • Groups now listen for the destroy event coming from children and automatically purge them from the Group if received.
  • There is a new MatterGameObject which allows you to bind a Matter Physics body with any renderable Game Object, such as Text, Bitmap Text or TileSprite (see the labs for examples)
  • The Sound Manager has new chainable setRate and setDetune methods.

Additionally the documentation has seemed heavy focus which will hopefully result in Typescript definitions being available soon™.  In addition to the above features there were several other smaller improvements and bug fixes.  You can read the full change log here.

If you are interested in getting started with Phaser, be sure to check out our recently released Getting Started with Phaser 3 video tutorial, also embedded below.

GameDev News

22. March 2018

The popular open source painting application Krita just hit the major milestone of a 4.0 release.  This release adds several new features but by far the biggest new feature has to be vector graphics support.  Krita now supports SVG 1.1 with 2.0 support in the works and received several new tools to support vector graphics workflows.  Built on top of the new vector graphics functionality, Krita also received an excellent new Text tool.

There are several other new features such as an isometric grid, fat pixel editor when heavily zoomed allowing you to paint on a pixel by pixel basis, new Python support including a new Python plugin manager and much more.  You can learn more about this release from the release notes available here.  I also look into the release in more detail in this video, also embedded below.

GameDev News

20. March 2018


CryEngine 5.5 preview has just been released at GDC 2018.  In addition to several new features, the 5.5 release includes several new learning materials toCry55 help new developers get started using CryEngine.  Another major change in this release is the availability of source code for the new CryEngine editor.  Additionally, Crytek have announced a new royalty based cost structure.

Details of the release from the release announcement:

CRYENGINE 5.5 highlights:

  • Getting Started Course: Our new beginner’s course shows users with no experience in game development how to create a full game in CRYENGINE in just 10 chapters.
  • SVOGI Improvements: SVOGI can now run on consoles. We have enabled developers to cache SVOGI on the disk and calculate GI completely offline. This means users can make the most realistic scenes yet.
  • Terrain System Improvements: New features and enhancements vastly improve the terrain system, including the ability to weight and blend multiple materials, more detailed height maps, and more.
  • Updated Entity Components: New and legacy components are integrated in the new entity system, including rain and water ripple entities. A new VR Camera and interaction component makes getting up and running with VR even easier.
  • C# Upgrades: We have expanded how users can create C# assets directly inside the Asset Browser, with Visual Studio instances, debugging through the IDE, and more.
  • Game Platform Plugins: A brand new Game Platform plugin allows for easy access to common distribution platforms and data transfer protocols. This includes Steamworks and PSN API functions like matchmaking, leaderboards, and achievements.

Crytek are also moving to a straight royalty based subscription model with this release:

Crytek has announced a new 5% royalty-based model for CRYENGINE, alongside a range of improvements, enhancements, new learning offerings, and full access to the editor source code. Developers around the world now have complete, uninhibited, and easy access to the power of CRYENGINE, and the opportunity to have their expertise with the engine recognized.

Creators who release games using CRYENGINE V will find development faster and easier than ever before and incur costs only after $5,000 is raised in revenue. An enterprise tier will also be introduced for custom support packages and royalty buyouts. Developers currently developing on CRYENGINE 5.0-5.4 can apply for a royalty exemption if they wish to stay on the current version and not take advantage of access to the editor source code. For more information, consult the CRYENGINE FAQ pages.

They are moving away from the donation based system they implemented in 5.0 and frankly it makes sense.  While a donation based system was excellent for the end user it seemed unviable for a project like CryEngine.

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