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24. May 2017

 

Unreal Engine 4.16 was released today.  As is typical with Unreal Engine releases, this one is packed with new functionality and improved performance on mobile and console platforms.  This release adds new Volumetric Fog effects, a new lighter rigid body and cloth simulation tool.  This release also adds support for the Nintendo switch, as well as launching not just one, but two new audio engines.  Details of the new release:

 

What's New

Unreal Engine 4.16 includes exciting new rendering and animation features, significant performance improvements for mobile and console platforms, and tons of quality of life enhancements that will make it even easier to make stunning environments and engaging experiences that run smoothly on a wider variety of platforms.UE4


Enhance the mood of your environments using the amazing new Volumetric Fog feature, which can be enabled to automatically render realistic fog and smoke effects with consistent lighting anywhere in a scene, even at a large scale.


Breathe life into your characters using new dynamic lightweight rigid body and low level cloth simulation tools! Take greater control of the flow of movement using Animation Modifiers, spline IK solver, updated Pose Driver, and many other improvements to the Animation system.


Garbage Collection is now twice as fast! UI rendering performance and UMG widget creation speed are vastly improved to enable you to create even more compelling interfaces. Interfaces and workflows for VR Mode, Animation, Sequencer, and other tools have been updated to make your development process more streamlined than ever before.


Support for Nintendo Switch is fully-featured and ready for production in 4.16! Epic Games has teamed up with Nintendo to release the full UE4 source code for Nintendo Switch to approved developers for free. To learn more about how to get started, read more here.


DirectX 12 is now the default renderer for Xbox One, bringing both performance and feature enhancements to platform support in the engine. In addition, you can now develop HTML5 games using WebAssembly and WebGL 2, and this new path will continue to improve in UE4.


For mobile, the Android virtual keyboard is now supported, and runtime permissions have been exposed to both Blueprint and code. Plus, we have made even more strides to reduce executable sizes for mobile apps!

 

Check the full release notes for a great deal more information.  As always you can download the new release using the Epic Game Launcher.

GameDev News

23. May 2017

 

Banshee is an in development C++ powered 3D game engine with an editor.  Written in modern C++14 with a comprehensive editor and supporting Vulkan rendering, Banshee3D is a project with a lot of potential. Two things impress me about Banshee3D, how fast it’s progressing and the fact it’s the work of a single guy.  He just updated on /r/gamedev the recent developments the editor has undergone.

  • Physically based renderer - About 70% complete. See link below for an early screenshot.
  • C++ framework - I plan to release the entire engine core under the MIT license. It will be usable as a pure C++ gamedev framework similar to SFML/SDL but with a larger scope.
  • Documentation enhancements - Over a HUNDRED new manuals have been added. image
  • Unified shading language - New unified shading language allows you to develop shaders that work on DirectX, OpenGL and Vulkan, while also supporting high level concepts not available in HLSL/GLSL.
  • Automatic script binding generation - Automatic code generation support for script bindings ensures C# API can now nearly transparently match the C++ API, as well as opening the door for easy addition of new scripting languages.
  • First stable release - Planned for late 2017/early 2018.

You can get a great deal more information from this blog post.  When Banshee 0.3 was released we did a hands-on walkthrough of the Banshee game engine available here and embedded in the video below.

GameDev News

18. May 2017

 

Construct 3 release 29 was just, um... released.  This release brings 22 changes and fixes, including the App Build Service now being live.  The App Build Service enables you to create Android APK files, as well as the option to generate an XCode project for iOS deployment.  Construct 3 is a cross platform HTML5 powered 2D game engine that recently moved to run directly in the browser.  If you are new to Construct 3, we recently released this hands-on video which is also embedded below.  Right now is a great time to check out Construct 3 as it is currently available for free for a brief period of time for the C3Jam on Newgrounds.

 

Details of the r29 release

 

22 Changes

Feature

  • App Build Service is now live!

Add

  • Settings option to hide 'Add action' rows in event sheets

Change

  • Drag-dropping multiple image files now creates a single sprite with an animation like C2 does, rather than separate sprites
  • Event Sheet View: comments now preserve spaces/tabs
  • Image editor eraser tool erases single pixel at size 1 and 4 pixels at size 2 for precise editing

Bug fix

  • Added handling of storage errors, which ought to prevent crashes due to QuotaExceededError. Instead an error is shown suggesting to free up storage space.
  • Inserting new objects in a popup layout view window didn't work correctly
  • Dialogs in popup windows should now work correctly
  • Possible crash closing a popup window with a dialog open in that window
  • Double-clicking Text or SpriteFont objects in a popup window now opens the text dialog in the correct window
  • 'On function' events referring to global constant strings now trigger correctly
  • Rename family crash
  • Eraser hardness when using a size of 1 or 2
  • Image editor cut tool crashes
  • Setting of the cursor when dragging a selection in the image editor
  • Crash in the Tilemap Editor when trying to edit a tilemap in a locked layer
  • Bug causing instances to change size when adding or deleting animations or frames in the animations editor
  • Crash when opening the project bar from the main view menu while there is more than 1 active project
  • Crash when closing the image editor
  • Crash opening project that includes a layout with a partially valid name
  • Autosave not reading setting object correctly

SDK

  • Support for third-party behavior addons in the SDK

18. May 2017

 

Version 1.2.104 of the Defold game engine was just released.  The primary new feature is the ability to do PUT and HEAD requests using the http.request object.  In addition there are a number of fixes and improvements.  The Defold game engine is a mobile focused Lua powered 2D game engine.  If you are interested in learning more, we have a complete tutorial series available here.

 

Details from the release announcement:

Engine
  • DEF-2468 - Added: http.request supports PUT and HEAD.
  • DEF-2702 - Fixed: Index out of range when spine draw order slot exceeds mesh count.
  • DEF-2692 - Fixed: Spine blending fixes for draw order animations.
  • DEF-2661 - Fixed: Reverse hashing usage in Collection factories to not impact performance.
  • DEF-2689 - Fixed: Engine crash when async loading is in progress during engine quit.
  • DEF-2566 - Fixed: GUI functions new_texture, delete_texture and set_texture_data now also accept hash.
Native Extension Server
  • Fixed so that packages/classes provided by Jar libraries can be imported in Java sources.
  • Fixed missing usage of compiler and link flags for Android builds.
Documentation
  • New Color grading post processing shader tutorial4.
  • Merged large pull request from @ross.grams containing proofread pass on all manuals.

GameDev News

17. May 2017

 

Amazon have just released a comprehensive new starter game for their Lumberyard game engine, a fork of the AAA CryEngine.  This new example is a complete 3rd person view title with high quality production values authored by Climax Studios, the developer behind Silent Hills: Shattered Memories and the Assassin’s Creed Chronicles series of games.   This new demo game is critical, as several underlying systems in Lumberyard have changed, making this the primary example of how modern Lumberyard development is done.  Details of the release from the Lumberyard blog:

We first gave you a glimpse of Starter Game at GDC 2017, and now we’re happy to give you the entire project for free, including full source and assets. Whether it serves as inspiration for a game of your own, or as a way of learning Lumberyard’s features, Starter Game is another tool for helping you reach your game dev goals.

Watch this video on how to download and install Starter Game.

In many ways, Starter Game started with you. We heard your requests for more sample content—please keep that great feedback coming by the way!—and then looked for ways to incorporate features from 1.9. So we started working with Climax Studios, known for their great work onLY Silent Hill: Shattered Memories and the Assassin’s Creed Chronicles series. With Climax’s decades of experience, and your great suggestions, Starter Game was born.

One feature that Starter Game leverages in particular is our new Component Entity system, which was recently updated in 1.9. This system provides a modular and intuitive way of constructing game elements, helping you create complex entities faster and with minimal effort. Starter Game uses the Component Entity system wherever possible, including Player Control, AI, UI and Particles. It also shows how this new system can be used in conjunction with legacy tools and APIs (e.g. terrain brush, FlowGraph, etc.), freeing you to adopt new features as you see fit.

In addition to components, another request we got from developers was to include an example of bipedal locomotion, since humanoids are the most common form of player characters. Enter Jack: the fully modifiable, two-legged robot of Starter Game, complete with a trailing third-person camera. You can learn from Jack’s setup, tweak parameters to change the feel, and bring it into your game to accelerate your prototyping. Jack also utilizes AimIK, an inverse kinematics system to point the held-weapon appropriately at targets, without creating bespoke animations. Thanks to AimIK’s procedural generation, you won’t need to create individual animations for every single angle or posture, saving you time and effort.

 

With all of the recent changes in Lumberyard, including the launch of this new sample game, I have decided to take another hands on look at the Lumberyard game engine, available here and embedded below.

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Microsoft Dev Release BabylonJS Generator
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3. December 2015

 

BabylonJS is a popular 3D game engine for WebGL that I covered back in the spring.  Today Sébastien Pertus at Microsoft announced the release of a project generator available on npm:

 

Today I want to share with you a new project I work on those days. The idea is to bring you a new tool to generate code for BabylonJS

Imagine you want to create a quick project with BabylonJS. You have to create a project, reference BabylonJS, create a simple scene, add assets and so on.

It’s straightforward, but we can do better…

BabylonJS Generator is a npm package based on Yeoman to provide you a simple way to create a BabylonJS project, hosted on node.js

Yeoman generator is already used with a lot of project (angular, webapp, wordpress, asp.net, office addins and so on …)

Check the generators here : http://yeoman.io/generators/

The Babylon generator

Installation

First, install Yeoman and generator-babylonjs using npm (we assume you have pre-installed node.js).

This step has to be done only one time. The “-g” argument will install those packages globally to your computer.

npm install -g yo

npm install -g generator-babylonjs

From now, you can generate your new project with this simple command :

yo babylonjs

 

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