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15. December 2016

 

Allegorthmic just released Substance Designer 5.6.  Substance Designer is a tool for making PBR (Physically Based Rendering) based materials, often used with sister application Substance Painter.  This release brings seven new tools and filters to Substance Designer, including:

  • Height Blend: Blend multiple materials or scans using their height maps for added realism. Output includes blended height and a mask to easily blend other channels of your materials.
  • Horizon Based Ambient Occlusion: Artists can now generate an accurate ambient occlusion with real-world scale and depth of surface, simulating a raytraced bake in milliseconds.
  • Color Match: Fine-tune the overall tint of your scans without destroying the color of small elements.
  • Real-World Height to Normal: Set the width, length and/or maximum height of a surface to generate a world space accurate normal map, perfect for precise displacement or parallax effects.
  • Snow Cover: Add a snow cover to any pre-existing material and create realistic effects like a windy blizzard or snowmelt. All snow piles realistically and can be adjusted via multiple parameters including thickness.
  • Water Level: Adds an artificial water plane to a material. Tweak the water’s height, dirtiness, fogginess and freeze.
  • Material Blend Height: Use the Height Blend method to blend two full materials using their height map, as well as making sure the albedos match properly, all in a single node.
  • Non-Uniform Histogram Scan: The Histogram Scan node is a favorite of artists wanting to create nice animated masks and weathering. This new version adds custom inputs to drive the contrast and level of the mask on a per pixel basis, allowing for the generation of much more complex and rich masks

 

A 30 day free trial is available here.  You can read more about the 5.6 release here.  Below is a video demonstrating the new filters available in 5.6.

GameDev News

15. December 2016

 

Godot are launching their third game jam starting tomorrow, December 16th, 2016  and running until the 31st of January 2017.  The theme of Jam as voted by the community is “Two Buttons”.  The Jam is entirely for fun and there are no announced prizes.  It is encouraged to submit source code withGodotJam your submission so the community can hopefully learn from your experience.  The game jam itself is hosted on itch.io.

 

Some details of the Godot Jam from the Godot announcement blog:

After the success of our previous games jams in March 2016 and June 2016, and since the community seemed pretty motivated for a new one, we are organizing a new Godot Community Game Jam that will run from 16 December 2016 to 31 January 2017.

As the previous one, it is an informal jam with relatively loose rules, and not much to gain apart from international fame within the Godot community and more experience with using our great engine! This is why this jam will run for a month and a half, giving everyone plenty of time to experiment with the engine to create something new, beginners and experienced users alike.

Check the game jam's page on itch.io: https://itch.io/jam/godotjam122016

JAM THEME AND RULES

The jam will take place from Friday, December 16th 2016 to Tuesday, January 31st 2017, i.e. for one month and a half. It is hosted on itch.io.

The guys from the Discord channel took the initiative and gathered some theme proposals, which were then submitted to the vote of the community. The proposal that received the most votes is Two buttons, and it will therefore be the main theme of the jam. The other proposals were Demake, No-death, Rust / decay and Round-based - those are not part of the voting criteria, but you are free to take them as an additional source of inspiration for your games.

Contestants are free to interpret the theme as they want, but keep in mind that your interpretation should be understandable if you want voters to give you many points for it.

Contestants can partake alone or as a team. Reusing existing code and assets is allowed.

GameDev News

15. December 2016

 

Today Unity released EditorVR, an experimental build of Unity that enables you to work (partially) in VR.  This means you will be able to layout scenes, modify existing scenes and adjust components in Unity while using a VR headset.  Currently EditorVR supports the HTC Vive and Oculus Rift 15-EditorVR-headsets. 

 

Details from the announcement:

Easily make VR tools and run them in Unity. EditorVR is now available for free, today!

You may have been following our progress with constructing environments for VR in VR. Now it’s your turn. Today, you can download the EditorVR Experimental Build and the EditorVR Unity Asset Package. There is so much more we’re looking to add, but we think that enough of the foundation is there that we no longer want to hold this out from the community.

For now, if you’re building VR games and experiences, EditorVR will likely help you with:

  • Initially laying out a scene in VR
  • Making tweaks to existing VR scenes
  • Making adjustments to components using the Inspector workspace
  • Building your own custom VR tools

At Unity Labs, we are on a mission to explore the long-term view of where creation technology is headed. At our Unite demo last month we gave a final peek at the experience of building out an environment in real-time using VR-specific UI (many thanks to our friends at Campo Santo for providing the beautiful Firewatch scene). You can build directly in the headset, on both Vive and Rift. Learn more about how to use it here.

 

EditorVR was first previewed at Unite 2016 last month, shown in the video below.

GameDev News

14. December 2016

 

Allegro is an open source, C++ based game framework handling low level tasks such as window creation, input, data loading, drawing images, playing sound and other common 2D game tasks (much like SDL or SFML).  It runs on Mac, Windows, Linux, iPhone and Android devices.  Allegro is a libraryallegro that has been around for years, in fact it started life on the Atari ST computers.  Allegro actually stands for Atari Low Level Game Routines.  It’s an accessible and easy to use framework and one that has a special place in my heart.  The developers at Allegro just released a new version, 5.2.2.

Details of the new release:

Core:

  • Don't accumulate time in the timer while it is stopped.

  • Use dynamic OpenGL ES checks, so binaries produced on newer platforms don't crash on older ones.

  • Destabilize the OpenGL extensions API (BREAKING CHANGE!).

Raspberry Pi port:

  • Add various optimizations.

  • Fix al_set_mouse_xy under X.

Android port:

  • Fix buffer overrun and memory leak in the clipboard support.

  • Add WANT_GLES3 to disable some of the newer features on platforms where they aren't supported.

  • Fix build in Android versions below 3.1.

  • Fix a crash when activity is destroyed/paused.

  • Allow building for android mips, arm64 and mips64.

  • Add al_android_get_jni_env and al_android_get_activity utility functions.

  • Update manifest files for newer Android versions.

Windows port:

  • Handle keyboard input properly when Ctrl is pressed (Tobias Scheuer).

Hurd port:

  • Define a fallback PATH_MAX (Andreas Rönnquist).

OSX port:

  • Clear window to black when going in/out of fullscreen.

  • Fix window centering when going out of FULLSCREEN_WINDOW mode.

  • Fix OSX 10.12 build.

  • Allow 32 bit builds on OSX (MarcusCalhoun-Lopez).

Build system:

  • Fix issues with building on GCC6 on Windows.

  • Fix source directory littering while configuring the Android build.

Python binding:

  • Add support Python 3 (Gabriel Queiroz).

Documentation:

  • Document the behavior of al_set_target_bitmap with respect to transformations (Edgar Reynaldo).

  • Fix typo in al_use_transform docs (Ryan Roden-Corrent).

Examples:

  • Add kerning to the al_get_glyph example in ex_ttf.

  • Various fixes in ex_camera (Erich Erstu).

GameDev News

14. December 2016

 

Krita is a popular open source digital painting application, which just saw a milestone 3.1 release.  Why a milestone release you ask?  This release marks the first time that Krita runs natively on Mac OS thank to a summer of code sponsored project by Julian Thijssen.  A Mac OS release isn’t the only feature of this release.  Full features include:

  • Mac OSX Support
  • Render animations (to Gif, MP4, MKV and OGG formats)
  • Animation Curves and Opacity (another Summer of Code project)
  • New Colour picker
  • New Quick Brush Engine
  • Stop Based Gradient Editor
    • krita_texture_bg
  • Create a stroke around your selection (https://docs.krita.org/Stroke_Selection)
  • Halftone filter added. Find it in the main menu: Filters > Artistic.
  • add a new Eraser Switch Opacity feature, similar to the Eraser Switch Size one.
  • new layer from visible option in layer menu
  • OSX: add quicklook plugin
  • Added support for loading Scribus XML palettes.

 

These features on top of a few dozen other fixes and changes.  Krita certainly is developing nicely and Google’s Summer Of Code program has been a big help.

Krita is available for download here.

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