Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon

21. czerwca 2017


Three.js, the popular open source 3D JavaScript framework, just released version r86.  If you want to learn more about Three.js, we have a two part series available here and here.  This release contains several changes and fixes, as well as adding 3ds support to the editor, documentation improvements, new examples and more.  The changes to the core from the release notes:


Source

GameDev News

19. czerwca 2017


Esoteric Software just released version 3.6 of their 2D boned based animation software Spine 3.6.  Spine enables you to animate 2D sprites in a manner very similar to that used in 3D packaged, then easily use those animations in various game engines with the provided runtimes.  The 3.6 release brings a number of new features, including:

  • in application preview with several runtime controls3.6-clipping
  • clipping (see image to right)
  • black tinting
  • mesh manipulation tools
  • weight painting tools
  • point attachments
  • improved file dialogs
  • AnimationState improvements
  • several runtime improvements


You can learn a lot more details about this release in the release blog post or read the change logs.  If you want to learn more about Spine, we did a hands-on review available here and embedded below in video form.

GameDev News

19. czerwca 2017


CopperCube is a 3D game engine that aims at being simple, all in one and easy to use, with minimal to zero coding required.  They just released version 5.7 which brings a few new major features such as dynamic level loading, realtime shadows and more.

Complete details of the release are available here and summarized below.

  • Realtime Shadows Support
  • Big game support and dynamic level loading
  • Simplified uploading games to Android Play Store
  • Floating point render targets

As well as smaller fixes including:

  • The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay. Also, this will reduce the 'stuttering' which some people noticed on faster Android devices.
  • The editor now uses some bigger default window sizes when run on bigger screens
  • Windows .exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name.
  • The engine now uses less memory when run on Windows / Mac OS
  • WebGL: Replaced local files warning with updated information (the "allow-file-access-from-files" flag doesn't work anymore with Chrome)
  • Fixed a bug causing dynamic point lights not to rendered correcty sometimes when there was a directional light active as well
  • Improved polish translation
  • Fixed a problem when using the "Restart scene" action which caused memory to leak.
  • Resetting a behavior now using the "Reset" action causes the FPS camera and keyboard controlled camera also to reset their keyboard states


You can learn more about CopperCube here.

GameDev News

18. czerwca 2017


Unity released a new patch for the Unity 5.6 branch, 5.6.1p4.  This patch has several improvements and fixes, details from the patch release notes:


Improvements
  • Android: Enabled NEON in Umbra.
  • UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: Skip-ahead functionality improvements.
Changes
  • GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
Fixes
  • (916119) - Android: Fixed a regression where Banner Ads are invisible, but still clickable.
  • (905867) - Android: Fixed an out of memory crash when using a static splash screen.
  • (910194) - Animation: Fixed an issue where using an override controller multiple times would not animate correctly.
  • (917343) - IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies.
  • (907449) - Particles: Correctly initialize default curves, when creating new Particle Systems.
  • (907277) - Particles: Fixed an occasional crash when emitting from a skinned mesh renderer shape.
  • (none) - Particles: Fixed incorrect values for emission burst min and max when upgrading from an older Unity version.
  • (912158) - Physics 2D: Fixed an issue where ContactFilter2D collision normal limits failed.
  • (917323) - Physics 2D: Fixed an issue with Raycast not always detecting a CapsuleCollider2D or a BoxCollider2D.
  • (909020) - Video: Fixed issues regarding video looping/end detection.
  • (904924) - Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec.
  • (898171) - Video: Fixed an intermittent failure to load video tracks on iOS.
  • (906044) - Video: Fixed invalid video stride evaluation.
  • (900524) - Video: Added support for transcoding to tiny VP8 resolutions.
  • (904578) - WebGL: Fixed AudioSource.time return value.
  • (903767) - WebGL: Fixed IE InvalidStateError load-time error.
  • (901252) - WebGL: Fixed Profiler connection.
  • (903092) - WebGL: Fixed Template Custom tags not being replaced at build time.
  • (892185) - WebGL: Fixed WebAssembly build failure with Full exceptions on Windows.
  • (897782) - WebGL: Fixed WebAssembly missing setTempRet function.
  • (891835) - WebGL: Fixed WebAssembly missing setThrow function.
  • (891431) - WebGL: Fixed WebAssembly runtime error: integer overflow/unrepresentable.
  • (905625) - WebGL: Fixed custom cursor support.
  • (898210) - WebGL: Released WebCam after use so other tabs can use it.
  • (871541) - Windows Store: Fixed a crash which happened when retrieving WheelHit.Collider after having previously set it to null on .NET scripting backend.
  • (909977) - Windows Store: Fixed a potential stack overflow when building a project with a large custom cursor.
  • (914797) - Windows Store: Fixed exceptions thrown in OnGUI callback not being logged on .NET scripting backend.
  • (912074) - Windows Store: Fixed System.Numerics.dll not being referenced by scripts when using IL2CPP scripting backend.
  • (909703) - Windows Store: Fixed UNetWeaver crashing when using .NET 4.6 API Compatibility level with IL2CPP scripting backend when deriving from .NET 4.6 specific types.
  • (902234) - Windows Store: Fixed WorldAnchorStore.GetAsync crashing the player.

GameDev News

14. czerwca 2017


This is a brand new series being launched on YouTube and GameFromScratch and is somewhat different in scope.  The aim is to essentially make the same game several times in different game engines.  We are creating a simple bowling game in various different 3D game engines.  In fact, we are creating this bowling game which we completed earlier using the PlayCanvas game engine.


For each game engine in the series we will implement basically the exact same game, along with a step by step text version, plus a video of the process.  This should be useful for a number of reasons.  First it enables you to directly compare the workflow between different game engines.  Second, it shows... perhaps not best practices, but how to get started creating a full featured, if extremely limited, 3D game with physics, scenes, model importing an more.


At this point in time I have begun implementing it in a number of different engines, including:

    • PlayCanvas
    • Atomic Game Engine
    • Godot 2.x
    • Unity
    • Unreal Engine

Depending on the popularity of the series I am willing to implement the game in other engines as well with a few caveats.  The engines need to support all the required features ( level editor, 3d model importing, physics, etc ) required to make the game.  So while I could implement such a title in a code focused API such as Ogre or LibGDX, it’s completely outside of the scope of what I am trying to accomplish here.  I also need to have access to the game engine, either through public domain, free trial, etc.  This currently rules out some engines such as Leadwerks and Shiva unfortunately. 


Beyond the engines listed above, I’d love to hear what other engines you would like to see covered? 


GameDev News

Month List

Popular Comments

New HTML5 gamedev book, Pro HTML5 Games. Ever wanted to create an RTS?
Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon


4. January 2013

 

As you can see by the volume of posts here on GameFromScratch.com, I took a bit of a holiday during the, um, holidays.  During that time I did do a fair bit of reading.  One book that came up on Safari is Pro HTML5 Games  ( Safari link if you also subscribe ) that got my attention.  Now, there are a ton of HTML5 game books on the market, of which I’ve read quite a few, but this one is kinda special.  It actually shows how to create a Real Time Strategy ( RTS ) game in HTML5.  I don’t believe there has been a book on creating an RTS since the title Real-Time Strategy Game Programming way back in 1999.  A book I owned by the way and it was awesome… or at least according to my memory of 1999 it was.

 

Anyways, I haven’t completely finished the book, mostly jumped in and read a chapter here and there, but it is certainly an interesting title.  When I finish it, I might do a proper review.  Unlike most HTML books, this one is entirely about creating a single game… obviously an RTS title.  As a result, it covers pretty much every step along the way, as you can see from the detailed Table of Contents below:

 

 

 

Chapter 1: HTML5 and JavaScript Essentials


The canvas Element
The audio Element
The image Element
Animation: Timer and Game Loops
Summary


Chapter 2: Creating a Basic Game World


Basic HTML Layout
Creating the Splash Screen and Main Menu
Level Selection
Loading Images
Loading Levels
Animating the Game
Handling Mouse Input
Defining Our Game States
Summary


Chapter 3: Physics Engine Basics


Box2D Fundamentals
More Box2D Elements
Tracking Collisions and Damage
Drawing Our Own Characters
Summary


Chapter 4: Integrating The Physics Engine


Defining Entities
Adding Box2D
Creating Entities
Adding Entities to Levels
Setting Up Box2D Debug Drawing
Drawing the Entities
Animating the Box2D World
Loading the Hero
Firing the Hero
Ending the Level
Collision Damage
Drawing the Slingshot Band
Changing Levels
Adding Sound
Summary


Chapter 5: Creating the RTS Game World


Basic HTML Layout
Creating the Splash Screen and Main Menu
Creating Our First Level
Loading the Mission Briefing Screen
Implementing the Game Interface
Implementing Map Panning
Summary


Chapter 6: Adding Entities to Our World


Defining Entities
Defining Our First Entity: The Main Base
Adding Entities to the Level
Drawing the Entities
Adding the Starport
Adding the Harvester
Adding the Ground Turret
Adding the Vehicles
Adding the Aircraft
Adding the Terrain
Selecting Game Entities
Highlighting Selected Entities
Summary


Chapter 7: Intelligent Unit Movement


Commanding Units
Sending and Receiving Commands
Processing Orders
Implementing Aircraft Movement
Pathfinding
Defining Our Pathfinding Grid
Implementing Vehicle Movement
Collision Detection and Steering
Deploying the Harvester
Smoother Unit Movement
Summary


Chapter 8: Adding More Game Elements


Implementing the Basic Economy
Purchasing Buildings and Units
Ending a Level
Summary


Chapter 9: Adding Weapons and Combat


Implementing the Combat System
Building Intelligent Enemy
Adding a Fog of War
Summary


Chapter 10: Wrapping Up the Single-Player Campaign


Adding Sound
Building the Single-Player Campaign
Summary


Chapter 11: Multiplayer with WebSockets


Using the WebSocket API with Node.js
Building the Multiplayer Game Lobby
Starting the Multiplayer Game
Summary


Chapter 12: Multiplayer Gameplay


The Lock-Step Networking Model
Ending the Multiplayer Game
Implementing Player Chat
Summary

 

 

If this book sounds interesting, be sure to check it out.  Keep an eye here for a possible upcoming review.

General, Programming

blog comments powered by Disqus

Month List

Popular Comments