Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon

7. November 2017

With the upcoming Godot 3.0 release, there is a pretty major change to the physics system within the engine.  They have decided to replace the in-house physics engine with the open source Bullet physics engine.  Bullet is a well established open source project and has been used in such games as Rocket League, Grand Theft Auto 4 and DiRT as well as powering applications such as Blender and Cinema4D.  This change will not affect 2D physics in the Godot engine.

From the Godot announcement:

Introducing Bullet

Godot always supported an abstract physics interface, so Andrea Catania (Odino) volunteered to add Bullet support as a backend. I initially though it would not be possible to replicate Godot's API in Bullet faithfully, but Andrea proved me wrong and did a fantastic job. He also finished before the Beta deadline, so his work was just merged and will be present in Godot 3.0.

Physics should work just like before, and no code should change, except Bullet is being used internally. Godot's old physics engine is provided for compatibility and can be selected in the project settings, but will likely be removed by the time 3.1 is out.

In an unrelated but similarly timed announcement VR support was also added to Godot in the recently released Alpha 2.  You can read more about VR support here.  I did a hands-on video about both physics and VR in Godot available here or embedded below.

GameDev News ,

1. November 2017

Google have just launched Poly, a giant repository of mostly free 3D models, aimed at AR and VR content creation.  The site is available at with most models downloadable in OBJ format, a file format compatible with the vast majority of 3D applications including Max, Maya and Blender.  This service is very similar to Microsoft’s Remix3D, launched along side the Windows 10 Creator Update.  The majority of models in Poly are licensed under the CC-BY open source license, a very game developer friendly license simply requiring attribution. 

You can see Poly in action (and a bit of Remix3D) in this video.

GameDev News

31. October 2017


One more step on the road to the release of Godot 3.0, today we have the release of Godot 3.0 Alpha 2.   The biggest feature of this release is of course the long awaited C# support, although be sure to install the correct binaries as there are now two options, classic and mono.  You will also need to have the most recent version of Mono installed should you chose the mono binaries.  There have of course been several other fixes and improvements since Alpha 1, unfortunately there isn’t a change log available.

Excerpt from the release announcement:

A little treat (or is it a trick?) for our community on this Halloween eve: Godot 3.0 alpha 2 is out, ready for your testing! It's already been 3 months since our previous official development snapshot, and lots of bugs have been fixed, making us one big step closer to the final 3.0 stable release.

It's also the first build to include the long awaited support for the C# programming language using Mono! This is of course still pretty rough, though usable, and we are looking forward to your feedback and bug reports. Some caveats are documented below as well as in the introduction blog post, so make sure to read them before filing issues.


Since the previous alpha build, there have been hundreds of bugs fixed, as well as many usability enhancements to make the new features as easy to use as possible.

There was also a strong focus on the documentation, with the Class Reference close to 70% complete now (which is already much higher than the completion level of the 2.x API documentation).


Again, keep in mind this is a pre-beta release and it is not meant for production development!

GameDev News

30. October 2017

Leadwerks just announced the release of enterprise edition of the Leadwerks Game Engine.  This release is targeted primarily towards “non-game” customers, seemingly being the same functionality wise as the Professional edition, but removing Steam client requirements.  The Enterprise Edition retails for $499 on the Leadwerks Website.

From the announcement:

Today we are pleased to announce the release of Leadwerks Game Engine: Enterprise Edition, a standalone version of our popular 3D lwdevelopment software. The Enterprise Edition allows business users to install and use Leadwerks without the need for the Steam client. The new product joins the existing Standard Edition with Lua scripting and the Professional Edition with C++ and Visual Studio support, both sold on Steam.

The Enterprise Edition has already been approved for sale through NASA’s ACES approval program for software, and NASA has joined a lineup of business customers using Leadwerks products that includes Lockheed Martin, Northrop Grumman, and the British Royal Navy.

In the near future the capabilities of our software will continue to expand to support the needs of business customers in the VR and simulation spaces. The development of Leadwerks Game Engine 5 is being directed with a focus on performance, hyperrealism, and improved ease of use.

Leadwerks Game Engine: Enterprise Edition is available to purchase for $499 on our website.

GameDev News

24. October 2017

Epic have released a Unreal Engine 4.8, with a massive number of new features and fixes.  Without further ado, lets jump into the list of changes.

  • Volumetric Lightmaps
  • Improved Static Skylight Directionality
  • Multi-bounce Indirect Lighting from Skylights
  • Apple ARKit iOS 11 Support
  • Google ARCore Developer Preview SupportUE418
  • Clothing Tools
  • Media Framework Improvements
  • Sequencer Improvements
  • Improved Physics Asset Editor
  • Multi-Convex Generation for Physics Asset Bodies
  • RigidBody Anim Node Improvements
  • Blendspace Editor Improvements
  • Global Find In BluePrints
  • Improved Cross-Level Actor References
  • In-Editor Localization Preview
  • Array Reordering
  • Advanced Material Preview Viewport
  • Platform SDK Upgrades including:
    • IDE Version the Build farm compiles against

      • Visual Studio: Visual Studio 2015 Update 3
      • Xcode: XCode 9.0
    • Android:
      • NDK 12b
      • Installer 1r6u1
    • HTML5: emscripten toolchain to 1.37.19
    • Linux: v10_clang-5.0.0-centos7
    • Steam: 1.39
    • Oculus Runtime: 1.17
    • SteamVR: 1.39
    • Switch: 1.7.0, 3.5.1 + NEX 4.2.0; Firmware Version 3.0.1-1.0
    • PS4:
      • 4.508.111
      • Firmware Version 4.730.001
      • Supported IDE: Visual Studio 2015, Visual Studio 2013
    • Xbox One:
      • XDK: June 2017 QFE3 for all all Xbox consoles (XB, XB1-S, XB1-X)
      • Firmware Version: October 2017 Preview 3 (versuib 16291.1000.170913-1900)
      • Supported IDE: Visual Studio 2015
    • macOS: Support for macOS 10.13 High Sierra has been added as a fully supported platform!
    • iOS: SDK 11
    • tvOS: SDK 11
  • Visual Studio Code Supported on Windows, Mac and Linux
  • Simplified iOS Certification Signing
  • Desktop Class Forward Renderer on iOS
  • Gradle Enabled by Default on Android
  • Android Camera Plugin
  • HTML5 Optimized  Browser WebAssembly is now default
  • LLM Low Level Memory Tracker
  • Improved XGE (Incredibuild) Shader Compiler Support
  • Unreal Audio Engine (Preview)
  • Audio Plugin Architecture Improvements
  • Source Bus and Submix Effects ( Unreal Audio Engine )
  • Improved Attenuation Settings

For a great deal more details on this release, be sure to read the Unreal Engine blog post on the subject.  As always this release is available via the Epic Game Launcher.

GameDev News

Month List

Popular Comments