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25. April 2017

 

In beta for a couple of years now, Silicon Studios have just released Xenko Game Engine.  If you are interested in learning more, we did a complete tutorial series back when it was known as Paradox 3D.  As part of the release pricing information has finally been announced.

XenkoPricing

Until July 31st, the Pro version will be available for free.  Xenko is a cross platform 2D/3D game engine with an editor and full Visual Studio integration.  The primary language is C#.  The personal release requires a splashscreen and has a $200K USD revenue limit.

We did a hands on video detailing the new release below and embedded below.

GameDev News

24. November 2016

 

Xenko Game Engine, previously known as Paradox 3D, just released version 1.9 and frankly it’s a rather impressive update.  We reviewed the Xenko game engine in the Closer Look series, including a brief tutorial series should you wish to learn more.  Xenko is a (currently) free, C# powered full featured cross platform game engine with a comprehensive editor.  This release brings dozens of minor improvements as well as a handful of rather major ones including an integrated code editor, a switch to standard .NET projects instead of the somewhat awkward PCL format, vastly improved copy and paste, new starter templates ( FPS, TPS and Top Down RPG ) and a new NavMesh system.

 

From the changelog:

  • From now on, new projects are created as .NET Standard projects rather than PCL projects.
  • NuGet restore is automatically run on projects having a project.json file overview
  • Bumped FBX SDK to 2017.0.1
  • Mesh importing now supports ByEdge smoothing which was previously ignored. If you notice any difference with vertex normals for your models please check your FBX export settings.
  • Prerequisites installer will ask for UAC once instead of many times, and perform a silent installation for all of the prerequisites.
Game Studio
  • Previously, when an EntityComponent (i.e. script) couldn’t be loaded because game or plugin assembly didn’t compile properly, we kept a Yaml representation of it so that it could be saved or reloaded after a code fix. Now we allow it to happen anywhere, so that you can use and/or implement custom classes for any type of the engine in your game/plugin.
  • Improve asset logs and errors to properly display failure/warning icon on all assets, including the one with icon-style thumbnails.
  • Improve loading/refreshing of assets in the scene editor.
  • Asset editors will display a * in the tab name when an asset is dirty.
  • Add editor for C# source code.
  • C# files and .csproj files are automatically reloaded as they are modified on hard drive (using a Yes, Yes to All, No, No to All dialog).
  • C# files have their own undo/redo stack
  • Add a Save All button that saves both assets and source code files.
  • The Game Studio now uses AvalonDock as docking system
  • Improve DPI support (#454 and #470)
Assets
  • Asset YAML serialization has been changed to handle overrides in collection in a better way. More scenario of overrides are now supported.
  • SharpYaml has been integrated into our codebase as SiliconStudio.Core.Yaml. Most of the duplicated types have been merged back in the SiliconStudio.Core.Reflection.
  • Assets don’t use a ~Base section nor a ~BasePart.
  • Change Asset.Id to be of an AssetId type rather than Guid, to avoid invalid comparisons with other kind of ids.
  • Remove the Properties member of Package.
  • Introduce a new assembly Assets.Quantum
  • Overrides of properties is now handled using Quantum instead of ShadowObject.
  • Remove the asset diff/merge classes.
Engine
  • DataSerializers are now generated in a file with .pdb information, so that the user can debug them.
  • Add Local offsets to procedural models.
  • EntityComponent now implements IIdentifiable and has an Id property.
Audio
  • Add SetRange support to AudioEmitterSoundController
  • Improve compilation speed of audio files
Materials
  • Normal maps now have the option to Invert Y, supporting both textures where the green component is facing up or down
Particles
  • Minor optimizations around vertex buffer building
  • Add StopEmitters() method to the particle system, which prevents new particles from spawning without pausing the entire system
Physics
  • Add Cone collider shape.
  • Replace float with AngleSingle for MaxSlope of character controllers.

 

For more detailed information as well as a list of fixes in this release be sure to check out the complete announcement post.

GameDev News

1. September 2016

 

Xenko, previously known as Paradox Engine, just released version 1.8 of their C# powered cross platform 2D/3D game engine.  If you want to learn more about the Xenko game engine, I previously featured it in the Closer Look series, as well as this tutorial series

 

Perhaps the biggest new feature of this release is a new UI Editor.

UIXenko

This new editor enables WYSIWYG UI editing directly in the editor and comes with several controls and gives you the ability to edit properties such as color, layout, etc.

 

The UI editor isn’t the only new feature of this release.  Other features include:

  • multithreaded rendering and Vulkan support
  • addition of Prefab Model, an optimized model with baked textures and merged geometry reducing required draw calls
  • SSAO rendering – Scalable Ambient Obscurance
  • Cel shading rendering model, enable “toon”"

 

There are also several fixes and changes from the release notes:

     
    Enhancements
    General
    • Added a DebugConsoleSystem to be able to print basic debug information in game.
    • Added Utility methods FindChild and FindRoot to Entity.
    • Animation blend trees can now be created in script. The AnimationBlend pre-built script shows how to do it easily
    • Updated Roslyn to 1.3.2
    Assets
    • Yaml scene files now encode entity and component references in a much more compact way
    • Yaml serialization order is now following class declaration order
    Audio
    • Game studio side: added hard limits in Compression ratio, also now it is using a slider.
    • Added SetRange in SoundInstance to be able to set play range, it also enables seeking.
    • Added Position property in SoundInstance to be able to know the position in time of your playing instance.
    • Added PlayAndForget to AudioEmitterSoundController to play many instances of the same sound rapidly.
    • Added RequestedAudioDevice in AudioSystem to allow game code to select audio devices (Windows only for now).
    • AudioEmitterComponent now contains a dictionary of sounds that can be used from the emitter, those can be set from the Game Studio directly!
    • Game Studio sound preview now uses the internal engine, this means that you can directly preview the compression rate!
    Graphics
    • CommandList can now compiled and executed
    • Constant Buffers are now uploaded in a single GPU Buffer and set with offsets on platform/API that support this mode
    • D3D12: reduced number of API calls
    Game Studio
    • About Page accessible from Menu–>Help–>About.
    Input
    • Added preliminary controller vibration support with Input.SetGamePadVibration
    Particles
    • Particle rendering now uses the improved multithreaded pipeline, significantly speeding up the vertex buffer building.
    Samples
    • Several samples have been removed. Particles and Physics samples have been greatly reduced and merged into only two, which allows the user to check more features with a single sample.
    Issues fixed
    Physics
    • Procedural models can now be used as a source to generate convex hull shapes.
    • We are now using the github version of Bullet Physics and actively cooperating with the project.
    • Fixed ColliderShape cached matrices computation.
    Game Studio
    • Credential dialog will now save the credential settings when closing.
    • Credential dialog will not appear if you checked “Do not ask again”.
    • Fixed hang when launching a Linux game remotely.
    Breaking changes
    UI
    • The UIComponent expect a UI Page in place of the previous Root Element property.
    • Most dependency properties were changed into regular C# properties, except the ones that are attached properties (such as the Column and Row attached property of a Grid).
    • In desktop, TouchMove event is also raised when no mouse button are pressed.
    • Default style of the UI has been removed.
    Audio
    • Removed Play with boolean argument from SoundInstance, instead the same behavior will be achieved by using PlayExtended or Play.
    • Renamed IsLooped into IsLooping.
    • Deprecated: GetSoundController, AttachSound, AttachSounds, DetachSound, DetachSounds. Please add sounds now from the AudioEmitterComponent
    Physics
    • Collision.Contacts is now an HashSet so access by index is not possible anymore, please use foreach or iterate them instead.
    VR
    • Added audio, status and re-center support for Oculus Rift.

    Known Issues

    • On Linux, when switching the underlying Graphics Platform, rendering will not occur. Delete the cache, local and roaming folder on the Linux host and restarting the game should fix the issue.
    • Linux Mono has some issue with the new effect compiler (since 1.7.5-Beta). Please use the “remote compiler” in the “package properties” (right-click on the package in solution explorer), or use Linux CoreCLR in the meantime.

 

Xenko is available as a free download here.

GameDev News

1. July 2016

 

Xenko Engine, formerly Paradox 3D, just released version 1.7.  I previously featured this engine as part of the Closer Look series if you are interested in learning more.  Majordragdrop_propertyview features of this release are:

 

  • Practical Clustered Shading ( forward + rendering ) added (Video here)
  • Re-written lighting code for improved performance
  • Vulkan support experimental on Linux and Windows
  • Simplified asset creation, import assets directly from file
  • Improved camera preview
  • Drag and Drop assets and scripts to the properties panel
  • Linux Platform support as target (Ubuntu)
  • Rewritten audio engine
  • Misc bug fixes and improvements

 

You can read the full release notes here.

GameDev News ,

16. March 2016

 

Xenko Engine, previously known as Paradox, just released beta 1.6.  If you are unfamiliar with Xenko, I have done an in-depth tutorial series here.  This release brings quite a few updates, so let’s jump right in.

 

Updates to Xenko 1.6 include:

  • addition of prefabs enabling reusable content easily
  • archetypes, essentially create new objects using the traits of another object 07
  • particles can now be created directly in Xenko editor
  • curve editor inside Xenko studio (currently particle only)
  • new graphics engine.
  • experimental Direct3D 12 support
  • improved OpenGL support
  • scripts are now components
  • event system for communications between scripts
  • game settings improvements

Plus several smaller changes, fixes, etc:

Enhancements
Assets
Engine
  • The KeyedSortedList now implements ICollection<T> instead of IList<T> and is more consistent with CollectionDescriptor.
Game Studio
  • Support for prefabs, add a prefab editor
  • Create derived assets and support property inheritance
  • Added a curve editor to edit animation curve
  • Layout is saved on a solution basis. When reloading a project, Game Studio will try to present the same layout and reopen all assets that were edited (this include scenes, prefabs and sprite sheets).
  • Add a confirmation dialog to enable saving newly created script automatically.
  • Add a confirmation dialog to enable reloading modified assemblies automatically. This is necessary for the script to appear in the list of components that can be added to an entity.
  • Physics gizmos are shown by default.
  • Preview of an asset can be displayed even if this asset is being edited.
  • Project folder can be opened in Windows explorer from the launcher with right-clicking.
  • Properties of derived asset are displayed in gray, unless they are overridden. In this case they are displayed in bold.
  • Rework scene initialization in the scene editor: the scene will be available almost immediately, and content (model, etc.) will be streamed in as soon as they are (asynchronously) loaded.
  • The entity fixup wizard has been removed. Now when an entity is deleted, all references to it or to one of its component is reset to null.
  • The gizmo and camera menus are now displayed in the top-right corner.
  • Entity hierarchy is synchronized (automatically expanded) with the selected entity in the scene.
Graphics
  • New D3D12 renderer (experimental)
  • New Windows OpenGL and OpenGL ES renderers (experimental)
  • Rewrote most of the low- and high-level graphics code to have better performance and better take advantage of new graphics APIs
  • Properly separated rendering in 4 phases: Collect (collect & cull), Extract (copy data from scene to renderers), Prepare (prepare cbuffer data & heavy computations), Draw (emit draw calls)
  • Introduced concepts of RenderFeature (entry point for extending rendering), RenderStage (effect selection), RenderView and RenderObject
  • Render sorting logic can now be customized (culling will be soon too)
  • Low-level API has been rewritten to match better new API: CommandList, DescriptorSet, DescriptorHeap, PipelineState, etc.
  • Introduced concept of RendererProcessor which are responsible for pushing component data to rendering
  • Many other changes, that will soon be covered in documentation
Input
  • Improved GamePad event management to resemble the keyboard API.
Issues fixed
Game Studio
  • Fix Scripts thumbnail generation during project launch.
  • Fix Settings window sharing columns layout with property grid ([#341](https://github.com/SiliconStudio/xenko/issues/341 (new window))).
  • Fix default IDE settings incorrectly reset to null.
  • Fix a crash occurring when duplicating an object quickly after selecting it.
  • Fix an issue with the message box incorrectly resizing.
  • Tooltips are always visible even if the control (menu, button…) is disabled.
  • Fix several issues with undo/redo.
  • Fix drag and drop of components into properties
  • Sometimes the Game Studio was not asking to save when closed with some changes in a project.
  • Fix some issues related to folders in scene editor.
  • Redo does not re-open asset picker anymore.
Graphics
  • Tangents generation was invalid and might have resulted in various swaps
Physics
  • Improved collision detection reliability
  • Fixed collision filter groups
  • Fixed enable/disable component behavior
Breaking changes
Graphics
  • Extending rendering is quite different from before. Please check SpaceEscape and other samples to have a better idea while we prepare documentation.
  • Many methods of GraphicsDevice have been split off into a second class: CommandList
  • Added objects such as PipelineState, DescriptorSet and DescriptorHeap to better match new graphics API
  • Game now contains a GraphicsContext which gives access to the current CommandList
  • GraphicsDevice.BackBuffer and GraphicsDevice.DepthStencilBuffer are gone. Use GraphicsDevice.Presenter.BackBuffer to access the actual backbuffer.
  • In addition to RenderContext, there is now a RenderDrawContext. Some methods have been changed to expect the latter.
  • ParameterCollection has been rewritten to be much more memory and performance efficient (data is now stored directly in buffers).
  • Transferring values from application to shaders and computation of effect permutations used to be done through various inefficient ParameterCollection overrides. This should now be done using RenderFeatures.
Physics
  • PhysicsComponents are now split into 3 different types (Rigidbody, Character, StaticCollider) which can be added multiple times to an entity.
  • PhysicsElements are now removed, including the Collider, Rigidbody and Character classes. They now are merged into the new components.
Known Issues
  • iOS on ARM64 iPhones encounter crashes after a few second. We are currently investigating this.
  • Sometimes duplicate contacts are detected by the physics engine

Full details of this release are available here.

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