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23. April 2017

 

Ogre3D is a popular C++ based open source 3D renderer and scene graph.  It has been used to make several games including Torchlight 1 and 2, Dungeons, Ankh 2/3 and more.  The 1.10 release adds several new features including the ability to target the browser via Emscripten, a better build system, new documentation, better renderers and more.

Details of the release:

  • Python bindings as a component
  • vastly improved GL3+/ GLES2 renderers with GL3+ now being the recommended choice on *nix systems
  • Bites Component for rapid prototyping of applications
  • Emscripten platform targetsupporting Web Assembly & WebGL2
  • improved build system, automatically fetching all required dependencies.
  • A new HLMS Component implementing physically based shading
  • Unified Documentation: the API docs, the manual and some Wiki pages have been merged and are now managed with Doxygen. As a consequence, the Wiki is outdated when it comes to OGRE 1.10. If you find something particularly missing, feel free to submit an additional tutorial.

Despite the amount of new features OGRE 1.10 provides the smoothest upgrade experience between OGRE releases so far. See the API/ ABI change overview for OGRE 1.7 – 1.10that is kindly provided by ABI-laboratory.
Note that some components are marked as [BETA]. This does not mean that they are likely to crash, but that we can not give any API stability guarantees for them right now. You should expect their API to change without a deprecation period while we we iron the warts out as the Component get more exposure.

In turn for the core components, our deprecation list has grown considerably. You can keep using these APIs for now, as we intend to support them until OGRE 1.11. Speaking of which; to make OGRE releases predictable, we will switch away to a feature based to a time based release model for the 1.x branch. This means that you can expect OGRE 1.11 in April 2018.

 

You can read more about the release here.

GameDev News

11. April 2017

 

Articy:draft is a unique tool aimed at game designers for visually creating and organizing game content.  In many ways it is like a version of Visio created specifically for game developers handling such tasks as conversation trees, game flow, inventory, characters and more.  Additionally with the most recent release you can directly consume your data in the Unity game engine.  As the title suggests, articy:draft 2 SE is currently on sale for 95% off on the Bundle Stars website.  Available for less than $5 USD instead of the usual $200 price tag, this represents a pretty massive discount.  Act fast though, the sale ends on April 14th.

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EDIT – Be aware of the following limitation!

This version is for non-commercial use only. You can acquire an upgrade for commercial usage via Steam.

I am unable to determine the upgrade price for the commercial edition!

 

If you’ve never heard of articy:draft, be sure to watch the video below for more information!

GameDev News

11. April 2017

 

The Godot Engine is inching closer to the major 3.0 update and a recent progress report illustrated several new features that have been added to the engine.  If you are currently unaware of it, Godot is an open source fully featured 2D/3D game engine with a complete editing environment.  You can learn how to use Godot with our comprehensive tutorial series available here

Several new features have just been added, in varying degrees of completion, including:part_directed

  • Web Export an experimental exporter to WebAssembly and WebGL enabling you to publish your Godot game to run in browsers, although only the most current Firefox and Chrome browsers are currently supported
  • GDNative was recently announced as DLScript but was thankfully renamed to the much more expressive GDNative.  This provides a bridge between the Godot engine and native code without requiring any recompilation
  • New Particle System that works entirely on the GPU enabling a huge number of particles, many more than the current implementation.  The new system also allows tighter control, curve based tweaking, mesh based particles and more options for particle emitters, as seen in the image to the right.

Godot 3.0 alpha will be released soon.  If you are interested in playing with the new features, you will instead have to build Godot from the current master branch.  For details on how to build Godot using Visual Studio refer to this tutorial.

 

For more details on Godot 3.0, be sure to check the Godot engine blog post.

GameDev News

11. April 2017

 

Cocos Creator is a full game engine and editor powered by JavaScript created by the team behind the Cocos2d-x project.  If you want to learn more about the Cocos Creator project be sure to check out our hands on video.  Today Cocos Creator learned a new trick in the form of C++ and Lua support for creator alpha zero.  This doesn’t actually add C++ or Lua language support to Cocos Creator editor.  Instead it’s a pair of new features.  First Cocos Creator is now capable of exporting projects in .ccreator file format.  Second they have provided a reader enabling Lua and C++ Cocos2d-x projects to read and use ccreator files.  Essentially this enables Cocos Creator to be an editor for your C++/Lua Cocos games.  Loading the scene in C++ is simple as illustrated by this code:

#include "reader/CreatorReader.h"

void some_function()
{
    creator::CreatorReader* reader = creator::CreatorReader::createWithFilename("creator/CreatorSprites.ccreator");

    // will create the needed spritesheets + design resolution
    reader->setup();

    // get the scene graph
    Scene* scene = reader->getSceneGraph();

    // ...and use it
    Director::getInstance()->replaceScene(scene);
}

 

Details from the Cocos Creator forum:

What's C++ and lua support for creator

It includes two parts:

  • First, it is a Cocos Creator plugin that can export scenes generated by Cocos Creator into .ccreator files.
  • Second, it has a reader that can parse .ccreator files. The reader can be used in cocos2d-x c++/lua project.

Download

There are two ways to get the plugin

GameDev News

5. April 2017

 

A very early iteration, DLScript for Godot was just released today.  What exactly is DLScript?  The description from the Github project is probably the best definition:

DLScript stands for Dynamic Linking Script. It's a module that enables you to use shared libraries, which are dynamically linked, for scripting. DLScript was originally named "cscript" because it exposes a C API, but people thought it was related to C#, which is sometimes abbreviated as "cs". You can build these libraries with C++ as well as C, D, Rust, or any other language that supports C linkage and creating dynamic libraries.

One of the immediate powers to DLScript is the ability to link other shared libraries or to use critical code without recompiling the engine.

Currently there are C++ bindings that make developing for Godot with C++ easier, but DLScript is not limited to C++.

 

There is a much more detailed blog post, with usage instructions available here:

So what is DLScript?

DLScript is a module for Godot that adds a new "scripting language" to it. I put "scripting language" in quotes because it's not a language.

A "script" in Godot is defined as something that has methods, properties and signals. It also offers a way to use these things (calling methods, get and set properties...). Instead of having a text file representing these things (like a GDScript file for example), DLScript uses shared libraries.

In some ways, shared libraries have things in common with scripts.

  • you can load them
  • you can unload them
  • you can load function symbols
  • you can call functions

A method in a DLScript is just native machine code. You can call third party libraries from that code as well. You can call GDScript functions from a DLScript and vice versa. When C# will be supported optionally, you'll be able to call C# code as well.

 

So essentially DLScript is a new module for Godot that acts as a go between of the Godot Scripting API ( and not the entire C++ API!) and your own code, which is loaded at runtime in library form.

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