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3. February 2016

 

The release schedule seems to be really picking up on the Shiva engine.  Last year was months of silence with very few releases, while this release comes just under 2 months since the prior release.  Shiva is a C# based game engine with a WYSIWYG world editor.  Now in the 5th release of Beta 2, this release adds two new modules as well as several bug fixes and changes.

 

Details from the release:

New Modules

The focus of ShiVa 2.0 Beta 5 are the new HUD and Font modules, which means you are now able to open, edit, or create new 2D User Interfaces within ShiVa 2.0. Apart from the cleaner organization ofMosque11 the panels, the new HUD editor also has a very nice new trick up its sleeve. You can now click a new button that allows you to preview HUD actions right within the module, without loading your actual game. This can be a huge time saver, especially if your newly designed HUD only comes up in certain gameplay situations a few hours into the game. You can also test the interaction with the buttons, sliders, checkboxes etc. and trigger their events. When Play is enabled, you can also execute actions from HUD outliner: Simply right-click on an action, then choose "Run". If the action has to call an argument, a dialog box will pop up and ask for values.
You can even test AIModel interaction: If you send an action to an AI, the editor will report it by telling you "should send AI message: yourvalue".

Engine Fixes

Sound on tvOS is back. We are sorry for including the wrong engine in beta 4, but this new version should fix the audio issues most of you were experiencing. Touch on WinRT Mobile has also been fixed. Some developers were reporting errors in certain screen corners, those problems should be solved. CYGWIN for BlackBerry and Android compilation on Windows is back too. Although we still recommend compiling those platforms on OSX or Linux where cygwin is not required. Cleaning up the new rendering pipeline continues as well. Especially VR developers will be happy to hear that a shader compilation bug has been fixed that was holding them up.

You can learn more about ShivaEngine on their website.

GameDev News ,

30. January 2016

 

NeoAxis, a C# based game engine with a rich tool suite including a full map editor, just released version 3.4.  A somewhat minimal release in anticipation of version 4.

Features from the release:

  • Updated tools skin.
  • Latest PhysX 3.3.4. Works faster and is more stable. Good character physics, improved car physics, fixed terrain problems.
  • OS X support has been improved. New Mono Runtime 4.2.1 with new Generational GC (SGen) support. OS X 10.8 now is the minimal supported system.
  • Sound backend has been improved. OpenAL Soft updated up to 1.17.2. Internal SSE optimizations.
  • All example maps have been updated.
  • Better object selection algorithms in Map Editor. It's now easier to select zones, portals and other volumes.
  • Post processing: Color correction lookup table support.
  • Exporters: support of the latest Autodesk 3ds Max 2016 and Maya 2016. Ability to install exporter for yet unpublished versions of 3ds Max and Maya (2017+) added.
  • Exporters: Ability to install exporters to a specified folder.
  • File system: The ability to load archives during simulation. As example to use it for downloadable content.
  • Map Editor: Ability to open the type of selected object in Resource Editor. Use context menu.
  • MapCamera: Ability to set orthographic camera.
  • Web Browser Control: You can now configure a local HTML start file. Zooming and mip maps generation for in-game 3D GUI.
  • Bug fix: Native memory manager: Crash Memory_AllocAligned on 64-bit applications.
  • Bug fix: Exporters: Unable to override material in some cases.

GameDev News ,

22. January 2016

 

This news came to me from cra0zy on Twitter and it’s a bit of a bummer.  OpenTK, a popular set of OpenGL bindings for .NET languages is currently dead.  The original founder walked away from the project and the guy that has been maintaining the project for the last several months posted this message to Github.

 

Notice

@frassle (current maintainer) is stepping away from this project. The project owner is not around to give direction, and I don't have access to the website, nuget account, travis account or most permissions on the github account. I can't push this project forward.

As I'm the only one whos maintained this repo for the last 6 months with my absence pull requests and issues will probably stay unresolved. I'd suggest developer look to other projects like MonoGame or SDL2#.

As this is a large project used by many people I thought it best to add this notice before signing off.

 

So basically nobody has full access to the project anymore and the guy that has been keeping the project on life support just quit.  The line “look to other projects like MonoGame” is an interesting one, as I am pretty certain Monogame itself is dependent on OpenTK.

 

At the end of the day it may not be all that big of a deal.  Obviously all of the source code is still out there if someone else wants to pick up the torch and run with it.  Additionally, with Vulkan “coming soon”, I can’t imagine there will be a great deal of changes in the world of OpenGL in the future.

GameDev News

15. January 2016

 

An update for the Xenko (previously Paradox) game engine was released today.  Relatively minor, mostly a fix release.  Details from the release:

Async Debugging

There were some problems debugging async functions due to a problem in Mono.Cecil. We fixed that!

Now, you’ll be able to look at local variables of any async functions. Also, the usage of the namespace in the watch panel is implicit and you can step over any await calls just normally.

Windows 10 Certification

We fixed several small issues preventing Windows 10 apps created with Xenko from being compatible with Store certification.

Now you can submit your awesome apps/games to the Windows Store. Can’t wait to see your creations!

Skybox Compilation

Skybox compilation required a DX11 GPU (compute shaders) preventing some of you from using it.

We moved to a pixel shader version to ensure GameStudio works fine with older GPUs as well.

List of other improvements made

  • Fixed issues with displayed values of rotations changing after validation
  • You are now able to easily edit the 3 components of a vector simultaneously using the lock icon.
  • The convex hull generation is now working along with the new Skeleton Asset.
  • The Connection Router iOS script required to compile shaders on iOS devices has been fixed.
  • Added support for proper resizing in Windows Universal Apps.
  • Added support for OpenGLES devices that do not support packed depth-stencil-formats
  • Added the missing XenkoDefaultFont required by the profiler system.

GameDev News , ,

24. December 2015

 

Care of /r/gamedev, Ultraviolet released version 1.3.  In their own words, Ultraviolet is:

Ultraviolet is a cross-platform, .NET game development framework written in C# and released under the MIT License. It is heavily inspired by Microsoft's XNA Framework, and is intended to be easy for XNA developers to quickly pick up and start using. However, unlike MonoGame and similar projects, Ultraviolet is not intended to be a drop-in replacement for XNA. Its current implementation is written on top of SDL2 and OpenGL, but its modular design makes it (relatively) easy to re-implement using other technologies if it becomes necessary to do so in the future.

At present, Ultraviolet officially supports Windows, Linux, Mac OS X, and Android. Support for additional platforms will be forthcoming in future releases.

 

From the release 1.3:

 

Core

  • Ultraviolet Framework now supports Mac OS X.

Installer

  • Installer will now install project templates for Visual Studio 2015.
  • Installer will no longer install project templates for Visual Studio 2010.
  • Installer will no longer install project templates for Visual Studio 2012.

Graphics

  • Completely rewrote the text layout engine.
    • Text layout engine now does a better job of inserting line breaks.
    • Text layout engine now supports non-breaking spaces.
  • Implemented glyph shaders.
    • Glyph shaders allow custom logic to be applied to each glyph at the time it is rendered, allowing for complex visual effects.
    • Added support for the |shader| formatting command.
    • Added methods to TextRenderer for specifying glyph shaders.

Presentation

  • Lots of miscellaneous fixes, refactorings, cleanup, and general improvements.
  • UVML binding expressions been significantly improved.
    • Binding expressions can now contain arbitrary C# 4.0 code, i.e. {{2 + 2}} or{{DateTime.Now}}
    • Binding expressions must be compiled into an assembly using the new binding expressions compiler. This can be done ahead-of-time or at runtime on platforms which support it (Windows, Linux, OS X).
    • Added arrow syntax for directly referencing elements in the same view, i.e. {{foo->Value}}
  • UVSS has been improved and has gained some new operators.
    • UVSS parser now understands the inheritance relations between styled types.
    • Added "navigation expression" operator (|) and "type conversion" operator (as)
      • As foo | bar as Baz meaning "property bar on foo, which has type Baz."
    • Added "logical child" operator (>?)
      • As x >? y meaning "y is the logical child of x."
    • Added "templated child" operator (>>)
      • As x >> y meaning "y is the templated child of x."
    • Added "exact type" operator (!)
      • Referencing TypeName will apply the style to elements of type TypeName and any of its descendants. Qualifying this with the exact type operator, i.e. TypeName! will cause the style to only apply to elements of that exact type.
  • Added support for touch devices.
  • Implemented visual effects for elements.
    • Implemented BlurEffect built-in effect.
    • Implemented DropShadowEffect built-in effect.
    • Implemented ShaderEffect built-in effect.
  • Implemented element transforms (render and layout).
    • Implemented TransformGroup transform.
    • Implemented IdentityTransform transform.
    • Implemented MatrixTransform transform.
    • Implemented RotateTransform transform.
    • Implemented ScaleTransform transform.
    • Implemented SkewTransform transform.
    • Implemented TranslateTransform transform.
  • Implemented element adorners.
  • Implemented keyboard and game pad navigation.
  • Implemented tool tips.
  • Implemented modal dialog boxes.
  • Implemented cursor queries.
  • Implemented TabControl.
  • Implemented PasswordBox.
  • Completely rewrote the TextBox control.
    • TextBox can now edit multiple lines of text.
    • TextBox should now generate significantly less collection pressure while typing.

Ultraviolet is available on Github.

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