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23. October 2017

RayLib is a free C library ideally suited towards beginners.  They just released version 1.8 adding procedural image generation, 3D geometric primitives, PBR material support and more.  If you are interested in learning more about RayLib be sure to check out our earlier hands-on look available here.


Details of the release from /r/gamedev:

  • Procedural image generation functions, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.

  • Parametric mesh generation functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.

  • PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a new complete PBR material example is also provided for reference.

  • Custom Android APK build pipeline with simple Makefile. Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.

  • rlgl module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a complete example provided. rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.

  • raymath library has been also reviewed to align with other advance math libraries like GLM. Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.

  • As always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib v1.8.

The complete change log is available here.  To learn more or to download RayLib click here.

GameDev News

20. October 2017


There is a new release of the free Cocos2d-x powered Cocos Creator game engine.  If you are interested in learning more about Cocos Creator, be sure to check out our hands-on video available here or embedded below.


Details of the release from the release announcement.

Major Highlights
  • Building for Web platform, the md5 embedded in file name feature now supports all script files
  • Added option for integrating AnySDK library for either AppStore or jailbreak channel
  • Fixed a lot of native memory leaks
  • Enhance browser compatibility on the Web platform
Specific Details
Editor
  • [Build] When building the Web platform, if you enable md5Cache, all the resources and script file name will have md5 info embedded.
  • [Build] When compiling jsc for native platform, keeps line number in jsc for debugging. Also added js file backup for debug version.
  • [Build] Fix problems with Android Studio debugging failure.
  • [Build] Added option for integrating AnySDK library for either AppStore or jailbreak channel
  • [Build] Fixed on Windows md5Cache option not working when project folder and Creator program is not in the same disk partition.
  • [TypeScript] Fixed 1.6.1 Warning when creating a TypeScript script
  • [TypeScript] Fixed errors that occurs when defining Class’s getter in TypeScript
  • [Properties] Fixed script preview error “can not set property ‘innerHTML’ of null”
  • [Properties] improves the fault handling when the attribute type is failed to find
  • [Preview] Fixed stuck issue when eruda is enabled and printing log.
Engine
  • [JSB] Fixed Spidermonkey v52 frequent switching scenes will not take the initiative GC problem
  • [JSB] support the use of Firefox remote debugger for JSB debugging.
  • [JSB] Fixed scheduleOnce causing memory leak problem
  • [JSB] Fixed Cocos2dxActivity is re-created which causes crash if launching app first time and re-opening from icon
  • [Engine] Fixed WebSocket may crash when there’s no js delegate issue.
  • [Engine] Fixed JS_EncodeStringToUTF8 may cause problems with memory leaks
  • [Engine] Fixed cc.game.restart can not destroy the persistRootNodes problem.
  • [Engine] Fixed Android QQ misjudge cc.sys.browserType issue.
  • [Engine] Fixed Android Opera misjudge cc.sys.browserType issue.
  • [Engine] Fixed the nodes under the Mask may cause click detection failed when works together with Camera.
  • [Engine] Fixed bug that Texture2D.url can not be fetched on native platform
  • [Engine] [iOS] Default audio session mode should be set to AVAudioSessionCategoryAmbient
  • [Engine] Adjust the execution order of requestAnimationFrame to mainLoop before avoiding the operation of setFrameRate -> cancelAnimationFrame.
  • [Action] Fix nested sequence with repeat being considered as reversed issue
  • [iOS] Fixed an issue where the iOS resolution was incorrect due to the launch image setting error
  • [Audio] Fixing a user to log off an event can affect the issue of internal event monitoring.
Components
  • [Camera] Fix bug that affects the coordinates in global event parameters
  • [RichText] Add the handleTouchEvent property to cancel this property to avoid the RichText blocking event
  • [RichText] After the event is being monitored, the event is no longer distributed to the parent node
  • [RichText] Fixed bug with RichText size of 0
  • [EditBox] Fixed EditBox placeHolder text Color setting may not take effect on native platform issue.
  • [EditBox] Fixed EditorBox Enter after responding 2 times editBoxEditingReturn event (Windows platform)
  • [EditBox] Fixed FireFox browser The EditorBox type is Number that can not get the focus
  • [WebView] Fixed Webview loaded web page after playing music, switching the scene will continue to play the problem
  • [Layout] Fix Layout conflicts with Widget, resulting in an unlimited increase in Layout size
  • [Widget] repair RichText by Widget role may cause the editor to report the problem
  • [Mask] Fixes the problem that the mask rectangle type position does not match the display
  • [ScrollView] Added the scroll began and scroll ended events
  • [DragonBones] Fix DragonBones objects in native platform memory does not release the problem
  • [Tiledmap] Fix tilemap culling incorrectly


GameDev News

16. October 2017


The Allegro framework just released version 5.2.3.  Allegro is a C based media/game framework, very similar in scope to SDL or SFML.  Allegro holds a special place in my heart as it was one of the first open source game libraries I ever encountered and it was one of the most accessible C/C++ libraries I had encountered.  To get an idea of how long Allegro has been around, the original meaning was Atari Low LEvel Game ROutines.  Yes, Atari, but not the VCS, Allegro started life on the 16bit Atari ST in the 90s.  Now it is an open source and team effort available here.


Details of the 5.2.3 release:

Changes from 5.2.2 to 5.2.3 (October 2017)

The main developers this time were: Elias Pschernig, SiegeLord, Sebastian Krzyszkowiak, Vitaliy V. Tokarev, Simon Naarmann, Bruno Félix Rezende Ribeiro, Trent Gamblin).

Core:

  • Add al_path_ustr (Bruce Pascoe).

  • Handle NULL sections more gracefully with the config API.

  • Add missing glStencilMaskSeparate prototype (Aaron Bolyard).

  • Add al_clear_keyboard_state.

  • Don't add blank lines before config sections when writing them out.

  • Fix fs_stdio_read_directory appending an extra slash.

  • Fix al_set_window_constraints when the flag ALLEGRO_MAXIMIZED is set.

  • Fix al_set_clipping_rectangle when out-of-bounds (Bruce Pascoe).

  • Enable blocked locking of S3TC formats unconditionally.

Raspberry Pi port:

  • Set default file interface when attempting to read /boot/config.txt.

Android port:

  • Replace the old build system that used deprecated tools with a new Gradle-based system.

  • Work around crashes on some Androids when an FBO is bound during egl_SwapBuffers.

  • Fix LocalRef leak when opening files using APK interface.

  • Remove -Wno-psabi switches from Toolchain-android.cmake.

Linux port:

  • Make three finger salute and LED toggle configurable.

  • Fix KEY_CHAR events under X11 with compose key enabled.

  • Fix clearing the ALLEGRO_MAXIMIZED flag under X11.

  • Add al_x_set_initial_icon.

  • Free wm_hints in set_initial_icon.

  • Read Allegro system config from ~/.allegro5rc on Unix.

Windows port:

  • Make bitmap contents persist again after device loss.

  • Add large file support for MSVC.

  • Only test cooperative lavel if device is known to be lost.

  • Don't leak the D3DEffect when attaching multiple sources.

  • Fix al_get_monitor_info (Tobias Scheuer).

OSX port:

  • Various fixes for OSX 10.6.

  • Fix some Bluetooth mice on OS X (Tom Bass).

  • Fixed deprecation warning when starting OSX console app (Tom Bass).

  • Fix OSX magic main with the LTO switch (Evert Glebbeek).

Audio addon:

  • Allow setting the buffer size for ALSA.

  • Don't apply gain twice for sample instances and streams when pan is not ALLEGRO_PAN_NONE.

  • Disallow attaching mixers with different channel configurations.

  • Add al_set_sample_instance_channel_matrix and al_set_audio_stream_channel_matrix.

  • Don't free the extra pointer in DirectSound if voice fails to play for some reason.

  • Add al_lock_sample_id and al_unlock_sample_id.

  • For OpenAL, detach from buffers before deleting.

  • Return true when seeking mod audio streams.

Acodec addon:

  • Free audio stream buffer in flac_stream_close.

  • Add DUMB 2.0 support.

Color addon:

  • Add XYZ, xyY, Lab and LCH color spaces.

  • Remove "purwablue" named color, add "rebeccablue".

Native dialog addon:

  • Improve save dialogs under GTK driver.

  • Improved path behavior in GTK native file dialog ([bk]door.maus).

  • Enable ALLEGRO_FILECHOOSER_FOLDER On Linux (Todd Cope).

  • Use unique ids to identify menu items internally, fixing their event sources.

  • Make the native message box return 2 on Windows when cancel is pressed.

Image addon:

  • Set compression level to Z_DEFAULT_COMPRESSION in png saver by default.

  • Make PNG, JPEG compression level configurable.

  • Make PNG gamma value configurable.

  • Add WebP support with libwebp.

Video addon:

  • Allow calling al_init_video_addon after al_shutdown_video_addon was called.

Build system:

  • Detect and link optional FreeType dependencies.

  • Add a CMake option to prefer static dependencies.

  • Fix SDL platform build.

Python binding:

  • Fix some corrupted regexps in the generation script (verderten).

Documentation:

  • Lots of improvements as usual (Edgar Reynaldo, Mark Oates, twobit).

Examples:

  • Fix various issues with ex_curl.

  • Fix memory leak in ex_audio_simple (Rm Beer).

GameDev News

16. October 2017


The Defold game engine received another update, this one bringing it to verison 1.2.115.  New to this release is the ability to dynamically load/unload any factory resource.  The engine also gained the ability to toggle vsync on and off.  If you are an Ubuntu user, be aware that the minimum version has been bumped to 16.04.  If you are interested in learning more about the Defold engine, we have a complete tutorial series available here.


Further details of this release:

Engine

  • DEF-2760 - Added: Dynamic loading/unloading of collectionfactory and factory resources
  • DEF-1101 - Added: Ray cast response on miss
  • DEF-1785 - Added: Software vsync
  • DEF-2913 - Added: Updated PVRTexLib to version 4.18
  • DEF-1284 - Added: Updated LuaJIT to version 2.0.5
  • DEF-2902 - Fixed: Improve handling of erroneous mesh input data
  • DEF-2915 - Fixed: “ERROR:RESOURCE: Empty resource path” is spammed in console
  • DEF-2907 - Fixed: Spine draw order out of bounds
  • DEF-2891 - Fixed: Fixing invalid MathUtil::decompose and quaternionFromMatrix.

Documentation

Documentation is going through a slow metamorphosis from larva (Editor 1) via pupa (currently) to butterfly (Editor 2).

Work in progress

Native Extensions + Linux

The upgrade of our CI machines was a big step towards supporting Linux as a platform in Native Extensions.

We’ve also decided to remove the 32 bit OSX + Linux support for the engine itself. This will remove two very old platforms for us; 32 bit OSX is obsolete, and Editor 2 only supports 64 bit Linux.

GameDev News

12. October 2017


Version 2017.2 of the Unity game engine was released today.  2D game tools received a lot of love in this release with new tiled based worldUnity building tools.  Unity also teamed up with Autodesk to improve FBX format support from 3DS Max and Maya.  VR platforms also got some love with ARCore, ARKit, Vuforia and Windows Mixed Reality support all added.


Further details from the Unity blog:

  • tilemap support for grid based 2D titles
  • Cinemachine support in 2D
  • sprite packing speed improvements and cleaner box collider
  • timeline visualization of audio clips
  • interactive tutorials ( previously discussed here )
  • NavMesh visualization
  • improved FBX importer/exporter directly using Autodesk’s FBX SDK
  • support for embedded materials in FBX files
  • exporting of animated custom properties from DCCs
  • importing support for Stingray PBS shaders
  • new AssetBundle API
  • support for XR platform Vuforia
  • support for Microsoft’s Mixed Reality platform
  • OpenVR support on MacOS
  • Google ARCore support ( via plugin )
  • Apple ARKit support ( via plugin )
  • Stereo Instancing ( single pass instanced rendering )
  • Editor simulation of Vive headsets
  • low level rendering support for the Nintendo Switch
  • Retina support for the MacOS player
  • GI profiler ( Global Illumination )
  • improved Progressive Lightmapper
  • linear rendering in WebGL ( details here )
  • particle system improvements
  • remoting settings, remotely change game settings without creating a new binary


You can read complete details in the release notes.

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