IntelliJ release 13.1.2 update

29. April 2014

 

I love IntelliJ and JetBrain’s products in general.  Unfortunately though the current release is somewhat well, slow.  Gradle builds take a painfully long time.  Fortunately they recently announced the 13.1.2 release, which shows increased Gradle performance as a major component.

image

 

So I am keen to check out the update.  Sadly, I get this:

image

 

Doh.

 

I’m going to do a complete remove/install and see if that solves the problem.  I will update with results.  If you want to try for yourself, you can download it here.

News




Unreal Engine 4.1 released

25. April 2014

 

As the title said, Unreal Engine 4.1 has been released.  The biggest new is probably PS4/Xbox One support, but to most developers the additional resources and in engine tutorials are probably a bigger deal.  The impressive part is the volume of the release.  If Unreal keep updating at this pace, all the other game engines really do need to be afraid!  I have to imagine it will slow down a bit as I am guessing a lot of this content simply didn’t make the 4.0 cut.

 

Anyways, here are the release notes:

 

4.1 Release Notes

UNREAL ENGINE 4.1 RELEASE NOTES

Ray Davis on Apr 24, 2014 | Community News
MAJOR NEW FEATURES

Platforms

PlayStation 4 and Xbox One Support

  • Full support for PlayStation 4 and Xbox One!

Console

  • Engine source for Playstation 4 and Xbox One is available to subscribers who are registered developers with Microsoft or Sony, respectively.
  • For now, deploying projects to Playstation 4 or Xbox One requires compiling source from GitHub using a Windows computer

SteamOS/Linux Support (Preview)

  • You can now package your games and deploy to SteamOS and Linux!

Linux steam approved

  • For now, deploying projects to Linux requires compiling source from GitHub using a Windows computer.

Marketplace Content

Elemental Demo (Coming Later Today)

  • Remember that cool Unreal Demo we showed running on PlayStation 4? Elemental is a spectacular showcase of Unreal Engine 4’s high-end rendering capabilities, including dynamic lighting and shadowing real-time reflections, subsurface scattering and GPU powered particle effects.

elemental

Math Hall, a new Content Example level

  • The Math Hall example provides an introduction to basic vector math and the concept behind various math functions.

content examples

New Project Templates

Flying Template and Rolling Template

  • We’ve created two new project templates that demonstrate simple flying and rolling character movement.
  • The Flying template (C++ and Blueprint) feature simple flying movement:

FLying machin

  • The Rolling template (C++ and Blueprint) feature a physics-based rolling ball as the player character:

Rolling

Editor and Tools

New Built-in Editor Tutorials

  • We’ve added new built-in in-editor tutorials.  They’ll appear automatically the first time you encounter these features.
    tutorial image
  • Cascade Particle Editor Tutorial walks you through the basic user interface and concepts used when creating Particle Systems and effects.
  • Material Editor Tutorial explains the basics of creating Materials.
  • Static Mesh Editor Tutorial covers the interface and tools available for setting up Static Meshes.
  • Persona Animation Editor Tutorial walks you through the various user interface elements and concepts for the different asset types and modes.

Scene Outliner Folder System

  • You can now organize your actors into folders in the Scene Outliner.

sceen outliner

  • The create button will create you a new folder containing the currently selected actors.
  • Visibility toggling on folders affects all their contained actors.

Editor News Feed

  • The editor now has a built-in News Feed. You can access it using the new button in the top-right of the editor.
  • The News Feed will tell you about new Marketplace content, video tutorials and blog posts.

Editor News feed

Asset Deletion Assistant

  • This feature makes it easy to delete assets by helping you interactively inspect and repair references.

asset delete

  • Allows graceful cleanup of assets still being referenced on disk or in memory
    • You can click on any referenced asset to navigate to it and fix it up manually.
    • You can Replace References, formally known as “Consolidate”. 
    • You can perform a Force Delete, or you can Cancel and go handle the references yourself.
  • Allows for multiple simultaneous deletes.
    • Even if an asset is referenced by other assets, as long as they are also being deleted, it won’t flag that as a problem.
  • Reference Navigation
    • Double Clicking on referenced assets will open their editor
    • If an asset is being referenced in the open map, Double Clicking the map asset will take you to it in the open map.

Drag and Drop Directory Importing

  • You can now select multiple folders with textures, meshes and animations, and drag them directly into the Content Browser to import everything inside those folders.

Drag and drop

Undo History Window

  • The Editor now has a way to access the undo history.

undo history

  • You can access the Undo History window from the Windows menu (Windows > Undo History).    

New: Remapping Viewport Controls

  • We now allow users to remap their WASD controls for the viewport.
  • You can find these settings under Editor Preferences > Keyboards Settings > Viewport Navigation.

remapping viewport

New: Debug Histogram Visualization

  • You can now draw a histogram (graph) of float values in the world.

debug histogram

  • You can record the value of a property or other aspect of the game over time and visualize that as a histogram at a specific location in the world.
  • Values can be recorded and histograms can be drawn from both C++ code and Blueprints.

Histogram

  • Note: This feature is designed for debugging purposes. Debug drawing is not recommended during normal gameplay.

Translation Editor (Preview)

  • The Translation Editor makes it easier to edit translations for strings in your game code and assets.  

translation Editor

  • Note:  This tool is still an early work in progress.  This tool can be enabled in your editor preferences under the Experimental section.

Blueprints

Jump to Connection in Graph

  • You can now right click on pins and jump to connections.

Jump Connections

Class Dynamic Casting

  • You can now safely convert between compatible types of objects in your Blueprints.

Description: DynamicCasting.png

Improved Blueprint Components Editing

  • You can now drag-and-drop component nodes between Blueprint editor windows.
    • This will create a new component variable in the new Blueprint that inherits its attributes from the original (except variable name, to avoid conflicts.
  • You can now undo/redo component attachment and detachment operations.
    • This works for the “Make New Scene Root” operation as well

 

You can read the original release notes here.

News




LibGDX finally reaches version 1.0!

20. April 2014

 

So it’s taken a while, 4 years to be precise, but LibGDX, the cross platform Java game development engine, has finally hit the milestone release 1.0. 

 

Everyone thought the day would never come. But here it is. libGDX 1.0 is officially released! Let me quickly run you through the most important changes:

Read the full CHANGES file for more goodies.

To try out our new setup, start here!

If you have a Gradle-based project, make sure to update the gdxVersion to “1.0.0″ and refresh your IDE project files! The new snapshot (==nightly) version is “1.0.1-SNAPSHOT”

Besides the usual bug fixing and enhancements, we also cleaned up our libGDX repo, website and wiki for the 1.0 release. The old setup UI has been deprecated, the audio and image extensions have been removed, and the demos have been gradelized and put into their own repositories. You can now also directly test the demos in your browser (or desktop, or Android device)!

Finally, we’ve setup a Patreon, that allows users to contribute to our infrastructure costs. This has been so successful, that we were able to move our build and website server to Hetzner. After the move and adding some build magic, the build now takes 10 minutes instead of 1 hour and 45 minutes. Thanks to all the patrons, you really made a difference in my life!

Going forward, we’ll try to have a much shorter release cycle (2 weeks – 1 month). The major version of libGDX will stay at 1 for the foreseeable future. The minor version will be increased when API breaking changes are introduced. The patch version will be increased in case of bug fixes and API additions. Releasing often allows you to stay as up-to-date as possible before freezing your libGDX version for a release.

 

They also have a brief blurb about the future:

With all pieces in place, Q1 2014 was used to polish up libGDX’s user experience and documentation for the 1.0 release. We now support all JVM development environments (Eclipse, IDEA, Netbeans, CLI) through our Gradle-based builds. Our build server has been upgraded so we can push out new releases much more easily (and hence regularly!). Our repository has been cleaned up, any clutter has been removed. The Wiki has been updated to reflect the latest state of APIs and setup procedures. We are ready to pull the trigger. After 4 years of development, libGDX has finally reached version 1.0.

 

There is also a detailed history of the LibGDX project.  You can read all about it in the announcement.

 

Congratulations to the LibGDX team!

News




Substance Painter release Beta 3 to Steam

17. April 2014

 

I suck at texturing.

 

There, I said it.  I love 3D modeling, I even enjoy rigging and animating.  While not my favorite activity, I am even OK with UV unwrapping…

 

But texturing, I suck at texture mapping.

 

Over the years I have tried a number of solutions that make texturing easier going back to the early days of 3D Studio Max plugins that allow you to paint directly on your models.  Since then, those tools have become progressively more built in to the base package but at the end of the day, the vast majority of texturing still takes place in Photoshop and I still suck at it.

 

Enter Substance Painter.  It appeared on Steam about a month back and I’ve been playing around with it ever since.  I intend to cover it in more detail soon, in fact I would have already if it weren't for the massive influx of goodies that came with GDC this year.  Anyways, stay tuned for more details shortly…image

 

For now, a spot a of news.  Beta 3 was just released.  Oh, and if you buy during the beta it’s 50% off.

 

Enough talking, so what exactly is Substance Painter?

 

Short version; it’s the program that makes me not completely suck at texturing.  That’s about the biggest endorsement I can give.

 

Long version, well, I’ll use their wording for that:

 

Substance Painter is a brand new 3D Painting app featuring never before seen features and workflow improvements to make the creation of textures for modern games easier than ever.


At Allegorithmic, we have a long history of working very closely with our customers, from the small independents to the largest AAA studios. Today we want you to help us design the ultimate painting tool and bring innovation and state of the art technology to every artist out there at a fair price.

 

Today, as the title suggests, they released Beta 3.  As to what’s new in BETA 3:

Testing focus

  • 2D View
Change list
  • Added: Seamless 2D View!
  • Added: Bitmap layer masks
  • Added: Environment exposure control
  • Updated: Fill Layers now use the Tools windows to set their properties
  • Updated: Materials can be applied to Fill Layers
  • Updated: Added more stencils in the stencil library
  • Updated: Particles presets updated for faster computation
  • Updated: PBR shader optimization and quality improvement for lower quality settings
  • Fixed: Layers thumbnails are linked to the currently selected channel
  • Fixed: Lots of crashes

 

Sound interesting?  Here is a video of Substance Painter in action:

There is also a free trial available.  It’s a stand alone program, although some of the import options are disabled right now ( I used OBJ personally, from Blender ).  Keep in mind it is a beta, and feels Beta-like at times.  Some features are currently missing and performance can occasionally suffer.  On the other hand, outside of some missing features, it feels production ready.  I hope to have a more detailed preview available soon.

 

If you try it out, let me know what you think.

Art, News ,




Maya LT 2015 coming to Steam next week

14. April 2014

 

This press release just arrived from Autodesk:

 

Autodesk Maya LT 2015 to Launch on Steam

 

Today Autodesk announced that Maya LT 2015 is coming to Steam, Valve's popular entertainment platform. Maya LT brings its powerful animation and modeling feature set to Steam's active community of over 65 million gamers, developers and artists to help them create 3D game assets to personalize their games and bring them into popular Steam titles like "Defense of the Ancients 2" (DoTA 2) or to create assets for use in their own games.

"The Valve community is unique, because it includes a very engaged mix of both gamers and developers working together to mod titles and generate content. We hope Maya LT will further that creative spirit and help a Steam user of any skill level to create high quality 3D game assets," said Frank Delise, imagedirector, games solution, Autodesk. "We're engaging with the community on day one by participating in forums, answering questions and offering custom tutorial content for DoTA 2 fans. We can't wait to try new things with the community and see how they push Maya LT to its limit and beyond."

A unique solution for professionals and hobbyists alike, Maya LT boasts a targeted feature set developed from the ground up for the indie game industry, like powerful modeling tools to help create and alter 3D assets of any size and a simplified workflow with the Unity 3D Engine. When purchased on Steam, developers will have access to a full commercial Maya LT license, allowing assets created in the tool to also be exported for use in any game on PC, console and mobile.

An online entertainment platform, Steam hosts over 2000 games in all genres. Users can not only instantly download and play games, but also create and share content through the Steam Workshop.

Available April 22, 2014, Maya LT term licenses will be available monthly for $50 USD and will be available in select countries. To learn more or purchase the product on Steam, visit: http://store.steampowered.com/app/243580 .

To check out all the custom DoTA 2 content and Maya LT 101 tutorials, visit the Autodesk Steam community hub: http://steamcommunity.com/app/243580/ .

 

Steam is quickly becoming the online hub for game development tools.  Maya LT is becoming much more feature complete from when it was originally released, much of it based on user feedback.

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