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21. August 2018

Valve just announced the release of Photon on GitHub.  Photon is a custom version of the WINE translation layer, that has been optimized to better support games, including native support for all of the game controllers that Steam currently supports, as well as a translation layer enabling you to play D3D 11/12 games on Vulkan.

Details from the release announcement:

  • Windows games with no Linux version currently available can now be installed and run directly from the Linux Steam client, complete with native Steamworks and OpenVR support.
  • DirectX 11 and 12 implementations are now based on Vulkan, resulting in improved game compatibility and reduced performance impact.
  • Fullscreen support has been improved: fullscreen games will be seamlessly stretched to the desired display without interfering with the native monitor resolution or requiring the use of a virtual desktop.
  • Improved game controller support: games will automatically recognize all controllers supported by Steam. Expect more out-of-the-box controller compatibility than even the original version of the game.
  • Performance for multi-threaded games has been greatly improved compared to vanilla Wine.

Proton is built around the following technologies (and more):

  • vkd3d[], the Direct3D 12 implementation based on Vulkan
  • The OpenVR and Steamworks native API bridges
  • Many wined3d performance and functionality fixes for Direct3D 9 and Direct3D 11
  • Overhauled fullscreen and gamepad support
  • The "esync[]" patchset, for multi-threaded performance improvements

Although Proton works on Mac, Steam Play is currently only supported on Linux machines.  Initially there is only a subset of games supported officially, with the ability to request whitelisting for other games coming soon.  Eventually this technology will hopefully enable you to run the majority of your Windows games directly in Linux from the Steam client.  It will be interesting to see what this support does to Linux development support in general… is it a good thing, or bad thing, for Linux platform adoption?

GameDev News

20. August 2018

In just 4 months since GIMP 2.10 was released, we have now seen 4 major patches (yeah, the versioning could use some work… Winking smile) that have brought rapid improvement to the open source raster art package.  The 2.10.6 release brings several new features including vertical text layers, two new filters, improved straightening and more.

Details from the news file:


  - Render drawable previews asynchronously.
  - Merge the file view filter and file format lists in GimpFileDialog.
    The presence of 2 lists was very confusing.


  - New "Little Planet" (gegl:stereographic-projection) filter.


  - Halt the Measure tool after straightening.
  - Add an "orientation" option to the measure tool, corresponding to
    the "orientation" property of GimpToolCompass (i.e., it controls the
    orientation against which the angle is measured, when not in 3-
    point mode.)  The orientation is "auto" by default, so that the
    angle is always <= 45 deg.  Note that the "orientation" option
    affects the tool's "straighten" function, so that the layer is
    rotated toward the current orientation.
  - Text layers can now represent vertical texts, with 4 variants:
    left-to-right and right-to-left lines, and forcing all characters to
    be upright or following Unicode's vertical orientation property.
    See also:

User Interface:

  - The Dashboard dockable dialog now has an "async" field to the
    dashboard's "misc" group, showing the number of async operations
    currently in the "running" state.
  - New Preferences option to enable/disable layer-group previews, since
    these can get quite time-expensive.


  - New language: Marathi
  - 9 translations were updated: Brazilian Portuguese, German, Greek,
    Italian, Polish, Romanian, Slovenian, Spanish, Swedish.

You can learn a great deal more about this release in the release notes available here.

GameDev News

20. August 2018

Tiled, the open source and free 2D map editor, just released version 1.1.6.  This release is primarily around maintenance and bug fixing.  If you are interested in learning how to use Tiled, be sure to check out our tutorial series.

Details of the release from the forum:

  • Fixed Terrain Brush issue on staggered isometric maps (#1951)
  • Fixed objects to stay selected when moving them between layers
  • Fixed small tab bar rendering issue on high DPI displays
  • Fixed rendering of arrows on scroll bar buttons
  • Fixed object labels to adjust properly to the font DPI
  • Fixed resize handle locations for multiple zero-sized objects
  • Fixed handling of arrow keys on focused layer combo box (#1973)
  • Tile Collision Editor: Fixed handling of tile offset (#1955)
  • Tile Collision Editor: Fixed potential crash on Undo (#1965)
  • Python plugin: Added some missing API to the Cell class
  • Windows and Linux: Downgraded builds to Qt 5.9 (fixes #1928)
  • macOS: Fixed library loading issues for tmxrasterizer and terraingenerator
  • macOS: Downgraded to Qt 5.6 (fixes resizing of undocked views and reduces minimum macOS version to 10.7)
  • Updates to German, Hungarian, Norwegian Bokmål, Polish, Portuguese (Portugal), Russian and Ukrainian translations

In addition to the fixes listed about, the forum post also discusses the future of Tiled 1.2:

I’m currently spending most of my time finalizing Tiled 1.2. Recent improvements have included highlighting of the hovered object and showing an object placement preview on hover. A few more improvements remain to be done as well as polishing the multi-layer and world features. In the meantime, don’t hesitate to install the development snapshot and give feedback!

Many thanks to all who submitted bug reports, as well as to those who support me financially so that I can keep up Tiled development and maintenance!

GameDev News

14. August 2018

Are you looking to learn how to use Unreal Engine?  If so, today Epic just launched their new online academy, which is home to all of their existing video tutorials, as well as several new videos, organized into courses by industry or job position.  Current courses are split into the following tracks:

  • Game Development
  • Architecture
  • Industrial Design
  • Media and Entertainment

Details of the new course from the Unreal Engine blog:

Additional tracks sort content by job roles like Designer or Programmer, and each series is labeled with levels from Getting Started to Master Level. Videos are available on demand, and series are broken into short chunks for convenient learning anytime, anywhere.

This new platform includes a lot of the great video content you’ve seen on our website in the past, plus dozens of new videos on common workflows, new features, and a whole lot more! The learning platform is open to everyone, and offered free of charge. More content will be added regularly.

You can access the Unreal Engine Online Learning platform through the Video Tutorials option under the Learn tab at the Unreal Engine website. Check out the videos and get started on your journey to mastering Unreal Engine!

You can access the courses by clicking the Vide Tutorials link in the Learning section of the Epic Game Launcher, or by going to the website  Best of all, all of this content is completely free.

GameDev News

14. August 2018

Today is the first release of the CopperCube game engine, since version 6 came out a month ago.  This release is relatively minor, including mostly quality of life changes such as improved selection capabilities as well as an enlarged debug console, improved scene restart functionality and more.  If you are interested in learning more about CopperCube be sure to check out our complete tutorial series available of

Details of the release from the CopperCube forum:

This update includes some improvements and fixes for some minor bugs of the 6.0 release:

- Better selection indication
Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.
- Larger Debug console
For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized.
- Improved restart scene action
Previously, the 'Restart scene' action would not reset altered fog and postprocessing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.
- CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can't be used together at the same time. It will disable anti-aliasing now for this by default.
- Various minor improvements and tweaks here and there.

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