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15. July 2018


In Godot 2, there was a visual editor for creating shaders, Visual Shader Editor.  It was removed in Godot 3 because low level shader code changes basically broke it.  Now it’s been fixed and Visual Shaders are now back in the current development branch.  In addition to actually running again, there are also some changes between the 2.x and 3.x versions, as announced on the Godot website:

  • New full PBR output nodes
  • No more Vec3 <-> Scalar adapter nodes, conversion is automatic
  • Easier input nodes for more organized graph.
  • Extending it via scripting (creating custom nodes) is possible.
  • Port previews (see blow)

You can see the newly re-enabled visual shader in the following video:

GameDev News


13. July 2018

 

To pieces of news in one post!  First off, today CopperCube 6 was just released.  Second, it is now also available for free!  If you are interested in learning more about this 3D game engine aimed at creating games with little to no programming, be sure to check out our CopperCube 5 hands-on video available here.

Of course, there has to be a catch… how are they going to make money to support continued development?  Well, there are upgraded versions available:

image

So basically the Free tier lacks post processing effects, video playback and a command line interface while requiring a splash screen.  The Studio version is the same as the pro version, except comes with the game client source code.

 

As to what is actually new in CopperCube 6, here is the feature list from the forum announcement:

- Post-Processing Effects
- Full FBX import with Animation
- New lighting system
- Unified colors and lighting
- DDS support
- WebGL 2 support
- Loading screen image
- Multi Selection
- WebGL automatic pointer lock
- Freeze Scale command
- Better Wireframe mode
- Automatic DirectX installer
- Scene Metrics tool
- Nicer User Interface
- More terrain generation options
- Lots of performance improvements
- Updated Lightmapper
- Improved OpenGL renderer
- Improved WebGL font rendering
- Automatic clip prevention for FPS camera children
- Preview of new D3D 11 renderer (alpha, not public yet)
- and many more smaller new features

Full change log available here.  CopperCube is already available for download on Steam, weighing in at just under 100mb.  CopperCube is available on MacOS and Windows, sorry Linux users.

GameDev News


12. July 2018


Tilengine is a 2D graphics engine that replicates 16bit style graphics, including SNES Mode 7 effects.  It previously was available under the MIT license, but the rendering core was proprietary.  Now the entire package has been released under the LGPL license.


Details from the Tilengine forum:

Tilengine is now a complete open source project. I've released the full source code under the LGPL license, that allows usage in closed source applications as well as in open source projects.


I've opened it because Tilengine is now a mature project that requires more work than I can do in my spare time. Previous version was released under the MIT license, but kept the rendering core as a closed source component, distributed as a prebuilt binary. I hope that this movement will encourage more people to adopt it, either to use in their own projects, or to contribute to it helping to expand the Tilengine community.


GitHub project doesn't include prebuilt binaries or external dependencies anymore. If you don't want to build the library yourself, the official place to get the prebuilt binaries for every supported platform is in its itch.io profile, just as before. Please keep in mind that as of this writing, binaries on itch.io aren't yet updated and still hold old MIT-licensed 1.21 binaries. I'll post a note when they get updated.


This new 2.0 release number reflects the change of philosophy. This release is nearly the same as the older 1.21, but has a new feature: the ability to create multiple instances of the engine and switch between them with a global context mechanism.

If you are interested in learning more about Tilengine, be sure to check out our hands-on video:


For more details about the change of Tilengine to the LGPL license, be sure to check out the following video:

GameDev News


12. July 2018


Hot on the heals of the tier 2 source release, a new version of AppGameKit was just released, V2018.07.12.  This release contains many new fixes, as well as updated HTTP functionality, a bump to Google Play Services version and a change from Google Cloud Messaging to Firebase Cloud Messaging, due to the upcoming discontinuation.  If you are interested in learning more about AppGameKit, be sure to check out our review.


Details of this release:

HTTP
  • Added AddHTTPHeader and RemoveHTTPHeader commands to add and remove custom headers from HTTP requests
  • Changed the method for Android expansion file downloads to hopefully be more reliable
  • Added GetHTTPStatusCode command to return the response status from the server
  • Fixed HTTP downloads on iOS sometimes showing progress as 0% even when the download is working
Android
  • Updated Google Play Services on Android to version 15.0.0
  • Updated Android to use Firebase Cloud Messaging instead of Google Cloud Messaging (which is being discontinued April 2019)
  • Fixed a freeze on some Android devices when continuously loading and deleting OGG music files
  • Fixed Android Tier 2 template projects causing a crash when sent to the background whilst in landscape on newer versions of Android
  • Fixed a crash when loading .ms3d files on 64-bit versions of Android
  • Fixed GetSpeechNumVoices causing a crash on Android if the speech engine wasn't ready
  • Fixed ViewFile, ShareImage, and ShareTextAndImage not working on Android with the new API 26 target
Misc
  • Fixed GetSupportedShaderVaryings returning the incorrect value on desktop platforms
  • Fixed missing help text for CreateObjectFromHeightMap command
  • Fixed projects containing files outside the current project folder sometimes failing to open those files when the project was closed and re-opened
  • Added code to Mac apps to detect window focus lost/gained through GetPaused and GetResumed


If you are interested in learning more about the recent Tier 2 source code release, be sure to check out the video below.

GameDev News


12. July 2018


Today out of the blue, Epic games just released that they are changing the revenue share structure for sellers on the Unreal Engine marketplace from 70/30 to 88/12.  Even more impressive, they are making this change retroactively for all sellers all the way back to when the store opened in 2014.

Details from the Unreal Engine blog:

This new 88% (developer) / 12% (store) revenue split applies to all Unreal Engine Marketplace transactions past, present and future. In addition to implementing the policy for future sales, Epic is paying out all Marketplace sellers retroactively, applying the more creator-friendly 88% rate to previous transactions dating back to the store’s 2014 launch.


“Thanks to both the Marketplace’s growth and the success of Fortnite, Epic now conducts a huge volume of digital commerce,” said Tim Sweeney, founder and CEO of Epic. “The resulting economies of scale enable us to pass the savings along to the Unreal Engine Marketplace community, while also making a healthy profit for Epic.”


So, thanks to all the Fortnite money Epic Games is swimming in, developing for the Unreal Marketplace just became a lot more appealling.  I wonder if other online asset stores will follow this move away from the now well established 70/30 split.

GameDev News


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