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12. October 2016


A new release, 1.2.90 of the Defold game engine is now available.  The Defold game engine is a 2D cross platform Lua powered game engine.  I have done a complete Defold tutorial series should you wish to learn more.


Details of this release:

This sprint we have mostly focused on stability and robustness in the engine.

The bundling for Android on macOS Sierra should work as expected now.
We've also added some missing autocomplete functions for Facebook, webview and window.
The debug profile view now shows the amount of memory currently used by Lua.
The Lua require function has gotten some rework, making it easier to import your scripts.
We've also fixed a small drag'n'drop issue in the gui outline.

  • DEF-2125 - Added: Added profile counters for Lua references and Lua memory
  • DEF-2140 - Added: Added auto completion for Facebook, webview and window Lua modules
  • DEF-1788 - Fixed: Crash in Facebook request permissions
  • DEF-2074 - Fixed: Crash when Android device has IPv6 address on local interface
  • DEF-2123 - Fixed: Crash when spine component constants wasn't pushed/popped properly
  • DEF-2132 - Fixed: Crash relating to leaked game objects
  • DEF-2086 - Fixed: Made sure gui.animate callbacks were unref'ed when the gui scene was unloaded
  • DEF-2116 - Fixed: Unable to detect certain Lua require() calls when building the game
  • DEF-2142 - Fixed: Better documentation on particle emitter states
  • DEF-2149 - Fixed: Certain nodes could not be childed to some nodes in GUI via drag and drop
  • DEF-2143 - Fixed: Bundling for Android on macOS Sierra
  • Various documentation & search fixes


Defold is available to download for free at

GameDev News

11. October 2016


AirConsole is an interesting concept, essentially it is a local-multiplayer focused game store and API where users play using their smart phones.  Essentially AirConsole provides aairconsole portal for HTML5 developed games that use their special API enabling users to connect and play local (couch) multiplayer games using their smartphone as a controller, developers in turn can make revenue via ads played on the service. 


The contest pays a total of $10,000 USD to the winning game, then $2,500 and $1,000 to two runners up.


More details from the announcement:

  1. First Place will be awarded prize money of USD 10’000
  2. Second Place will be awarded prize money of USD 2’500
  3. Third Place will be awarded prize money of USD 1’000
Additional prices: 3 x Construct2 Business License
  • Your game uses the AirConsole API and is fully controllable by Smartphone.
  • Your game has not previously received any funding from AirConsole or participated in other AirConsole contests with the exception of the Fall 2016 Student Competition.
How to participate
  1. Create a game or port an existing one using the AirConsole API or the AirConsole Unity Plugin and the guides & information available at
  2. Create a profile for your game on
  3. Upload a .zip file of your build to said profile (you can do this more than once, not just for a final build)
  4. Fill out this Submission Form (includes a direct link to your final game upload)
The deadline for Submissions is February 26th 2017, 23:59h CET.

GameDev News

10. October 2016


Bullet is a popular open source C++ based 3D physics engine available on Github under the zlib permissive license, a very liberal open source license.  They just released version 2.84.   This release brings a few new features:

  • pybullet -- python bindings
  • VR support for the HTC Vive
  • VR support for the Oculus Rift
  • support for Inverse Kinematics


The following video demonstrates the new python bindings in action, using inverse kinematics and running on an HTC Vive.

GameDev News

10. October 2016


Another patch has been released for the popular Unity game engine.  This patch, 5.3.6p7 is primarily composed of fixes, including:


  • IL2CPP: Added an option to link.xml files to ignore missing assemblies.
  • (830443) - AI: Fix for regression where a pushed passive NavMeshAgent would sometimes move to its origin after navmesh carving.
  • (824107) - Android: Fixed a crash on Android when using the FrameDebugger.
  • (832271) - Audio: Fixed a memory leak when quickly loading and unloading lots of audio assets.
  • (834100, 833996) - Canvas: Fixed a regression introduced in 5.3.6p4 where non-native fullscreen player appeared darker when Canvas was present, in Linear color space.
  • (748499) - Editor: Fixed the recursive directory copy situation.
  • (779052) - Editor: Fixed a crash when registering undo for a null object.
  • (832155) - GUI: Fixed a regression introduced in 5.3.6p4 and 5.3.6p5 where GUI.DrawTexture & GUI.DrawTextureWithTexCoords appeared lighter in Linear color space.
  • (815783) - IL2CPP: Allownow Monitor.TryEnter to correctly obtain a previously taken lock that has been released, which did not work in some cases.
  • (826624) - IL2CPP: Corrected the stack state handling during code conversion for some box opcodes.
  • (834376) - IL2CPP: Removed an unnecessary assert when GC.Collect(1) is called. The call will still have no impact though.
  • (811959, 815928) - iOS: Fixed a crash when killing the app while a WWW Request was in flight.
  • (none) - iOS: Fixed the run loop mode warning on iOS 10 devices.
  • (820863) - iOS: Fixed the appearance of apps freezing when locking/unlocking the device.
  • (820162) - UAP: Fixed the incorrect language being returned when system language was Spanish(Argentina).
  • (832104) - UAP: Fixed an incorrect resolution being reported when the composition scale changed and the game window was minimized.
  • (803937) - VR: Fixed a crash when an invalid Oculus plugin is used. Throws warning instead.
  • (826132) - VR: Removed an audio output warning when Unity Audio is Disabled.
  • (814388) - WebRequest: More correctly follow the HTTP Specification for sending POST data during a Redirect.
  • (827748) - Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled. Previously events were not removed as expected.


As always, the patch is available for download here.

GameDev News

10. October 2016


Shiva is a Lua powered 2D/3D game engine with a full editing environment.  Shiva 2.0 has been in development for some time now and Beta 7 was just released.  There are several new features in this release, excerpted from the release notes:

New Plugin Support

ShiVa 2.0 now has a fully functioning plugin module that allows you to build multi platform libraries directly from inside the editor. Our script editor is now also capable of loading and editing native code files, such has .h and .cpp. In essence, you will never have to tab out of ShiVa for any of your coding needs starting with beta 7! The option for using an external IDE such as Visual Studio, Xcode or Android Studio still does exist of course, and we provide projects and solutions for all these IDEs as well as generic makefiles.

The plugin structure has also changed quite a bit. It is now much easier to include 3rd party libraries thanks to the new Framework system. If you want to learn more, please have a look at our plugin documentation. Another very cool feature of the new plugin system is initial HTML5 support for Windows and OSX. Yes, that is correct: You can now use native code inside your web applications! The feature is still WIP and has known rough edges, but we would very much like all of you to try it out and give us lots of feedback.


New Material Editor

This release also includes the first chunk of the material editor. Materials from ShiVa 1.9.2 can be loaded by the module, edited and assigned to objects, just like you used to in the old editor. The terminologies for certain features have changed a bit, but we are confident that you will feel right at home after a few minutes. Please understand that we are still working on making PBR materials as easy to edit as Standard materials, which means it does not ship in beta 7. However we will include it in one of the next betas.


Engine Updates

Beta 7 comes with updates and bugfixes for our engines to make them compatible with the latest versions of iOS, Xcode, Android Studio and Visual Studio. For instance, our WinRT port now builds in VS2015 update 2+ by default, which means the UWP project we were talking about in beta 6 is now finally available to everyone at a click of the export button - no special project modifications necessary. iOS 10 support and Android 6/7 have been added as well.


Shiva 2.0 beta is only available to existing Shiva 1.x licenses.

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Unity, Unreal, you've got company! Havok throw their hat into the mobile toolset market in a big way!
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26. March 2013

Well, this one came out of left field… well, that or GDC, but it's easily the biggest news yet for mobile game developers.



Havok, the makers of the popular Havok physics engine, the Vision 3D game engine and much much more, just announced Project Anarchy.


What exactly is that?  Well, I'll let them describe it.  From


At the 2013 Game Developers Conference today, Havok™ unveiled Project Anarchy, a complete end-to-end mobile 3D game production engine. Havok announced that developing and releasing a game with the technology will be free on many leading mobile platforms, without commercial restrictions on company size or revenue.

Project Anarchy will include Havok’s Vision Engine together with access to Havok’s industry-leading suite of Physics, Animation and AI tools as used in cutting-edge franchises such as Skyrim™, Halo, Assassin’s Creed®, Uncharted and Skylanders. The free download will also include a broad range of game samples and tutorials to help the mobile development community hit the ground running. Havok will be giving open previews of the technology on the main show floor throughout GDC.

As part of this initiative, Havok will launch an online community to proactively promote and support developers through all stages of production via a dedicated website Project Anarchy will also encourage free sharing and collaborative development of extensions and customizations by the community.

“We’re consistently blown away by what the AAA industry creates with our technology,” said Ross O’Dwyer, Head of Developer Relations at Havok. “We’re really delighted to be able to offer these professional grade tools to mobile developers for free and we look forward to supporting the mobile game development community to make some stunning games with the technology over the next few years.”


The site Project Anarchy is just an email sign up page for now.  For the record, submitting your email address will get you no additional information at the moment.


So then, what exactly does this mean?  From the sounds of it, they will be "giving away??" mobile versions of Vision Engine, their Physics Engine, Animation Software and their AI package.


The number of commercial product's that have used these products is almost too high to count.  I don't really get the finanicals of this deal, all we have to go on is:

will be free on many leading mobile platforms, without commercial restrictions on company size or revenue

I don't really see any gotcha words in that sentence, other than maybe "on many leading".  I don't really understand how Havok makes money in this scenario, except maybe for upsetting people on non-mobile versions?  I will post more details as I get them.

ProjectAnarchy launches later this spring.

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