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12. 七月 2016

 

Godot is a popular open source 2D/3D game engine.  If you are interested in learning more I did a closer look review as well as a complete tutorial series.  They just released Godot 2.0.4 in advance of the soon to be released 2.1.

 

From the 2.0.4 release notes:

Enhancements:

  • Many new classes documented! Thanks to all those that got involved after our call for contributors! Feel free to join us as there's still a lot to do, but the progress is heart-warming!
  • Updated libraries: GLEW 1.13.0, libogg 1.3.2, libvorbis 1.3.5, libtheora 1.1.1, libpng 1.5.27
  • Ability to rotate controls using tool
  • Added classes' short descriptions as tooltips in the create dialog
  • Added 'fat' option for bits param on scons for osx, produces a binary containing both 32 bits and 64 bits binaries
  • Added InputMap.get_actions()
  • Change low processor usage mode to cap to 60 FPS rather than 40 FPS
  • Change the default comment color to #676767
  • Debugger: show error message if description is not available
  • Dynamic property list for control margins allowing floating point properties to be used with ratio anchors
  • iOS: added "arch" parameter, made iphone use it to build isim
  • OSX: Key modifiers (Ctrl, Alt, Meta and Shift) may be used as Input keys now
  • OSX export: Default to fat format, make it an enum
  • Prettier str() for arrays
  • Rename CanvasItem.edit_get() to edit_get_state()
  • The create dialog starts collapsed now. The original behavior can be reactivated in the editor settings
  • Various enhancements to the script editor, such as member variables highlighting, breakpoint markers, caret blinking, etc.

Bug fixes:

  • Avoid crash if setting modifiers fails
  • Avoid mirroring to go negative to fix crash
  • Change invalid characters when get user data dir on Windows & Unix
  • Correctly parse utf8 from zip_io open, also fixes issues when exporting or opening android apk files
  • Editor: Fix base dir when going back to project manager
  • Fix a inherited transform bug with Camera2D preview drawing
  • Fix bug in String==StrRange comparison
  • Fix CanvasItem.get_global_transform() andCanvasItem.get_local_transform()
  • Fix crashes in code completion and SamplePlayer
  • Fix error storing path for children of instanced nodes in .tscn
  • Fix errors while exporting to Android
  • Fix File.get_as_text() to return the whole file
  • Fix OpenSSL connections on 64-bit Windows
  • Fix own world option of Viewport
  • Fix parsing of floats in scientific notation
  • Fix several bugs related to node duplication and signals
  • Fix Theora video playback without a Vorbis stream
  • Fix unsaved modifications in scripts being overwritten on filesystem changes
  • Fix visual server error when minimizing the window
  • Fixed ancient bug that prevented proper theme editing
  • Fixed bug using DirAccess in Android Marshmallow due to data dir being a symlink
  • Fixed various bugs with inner classes
  • LineEdit: Fix and improve selection behaviour
  • Make Input Actions config not affect the editor
  • Properly deliver localized coordinates when passing gui events through parents
  • Resolve numerical error when comparing instancing an inheritance to avoid wrongly saving unchanged properties
  • Windows: prevent freeze while moving or resizing the game window.
  • And many other nice changes that we can't possibly list here without boring you to the end of times!

Godot is available for download here.  Stay tuned for the 2.1 release which should arrive any day now.

GameDev News

11. 七月 2016

 

The following is a recap of major events in the world of game development for the week ending July 11th, 2016.  I do a weekly video recapping the news available here with this week’s video embedded below.  This post is a collection of links mentioned in the recap.

 

The Video

GameDev News

11. 七月 2016

 

nVidia just released version 3 of their Gameworks OpenGL/Vulkan samples.  The GameWorks samples is described as:

The NVIDIA GameWorks™ Graphics samples are a comprehensive set of OpenGL, OpenGL ES and Vulkan samples that programmers of all levels can use to bettervulkan2 understand modern 3D graphics techniques and enhance games, simulations and other 3D projects.

 

New to the 3.0 release are:

  • Vulkan support on Windows, Android, Linux for desktop x86_64 and Linux for Tegra available NOW!
  • Full source code and assets to the popular Vulkan "Fish!" demo
  • Threaded rendering in Vulkan and OpenGL (using AZDO) with matching versions of the Fish demo
  • Additional Vulkan Samples
  • Single-pass Cubemap Rendering Sample
  • Metaball Rendering Sample
  • MSAA with Deferred Shading Sample
  • OpenGL Command Lists Sample

The homepage for the samples is available here.  The source code of the samples is available on Github while the documentation is available here.

GameDev News

8. 七月 2016

 

Mesa is a key component of OpenGL support on open source platforms and just announced release 12.0.0.  Major features of this release are Vulkan drivers for Intel chipsets, OpenGL 4.3 support on modern GPUs, OpenGL ES 3.1 support and more.

The 12.0.0 announcement from the Mesa developer mailing list:

It's a real honour to announce Mesa 12.0.0.

This release has massive amount of features, but without a doubt the biggest
ones are:
 - Vulkan driver for Intel hardware from Ivy Bridge onward.
 - OpenGL 4.3 for nvc0, radeonsi and i965 (Gen8+)
 - OpenGL ES 3.1 on nvc0 and radeonsi
 - GLVND support for GLX, OpenGL
 - New gallium software driver - SWR.
 - DRI3 enablement for VDPAU, OMX and VAAPI

Note:
 - Gallium radeon drivers (r300, r600 and radeonsi) now require kernel 3.2 and
LLVM 3.6 or later.
 - Building SWR requires python2, since some of the generated files cannot be
distributed as part of the release tarball.

GameDev News

8. 七月 2016

 

Cocos2d-x is a popular open source C++ based cross platform game development library.  If you are interested in learning more about Cocos2d-x, we have a complete tutorial series available here.  The Cocos2d-x team just announced the release of Cocos2d-x 3.12.  Version 3.12 adds support for the Tizen platform, experimental support for VR, fixed some Android performance issues, add obb Android support and WebGL improvements. 

In addition to these features, there are dozens of new features and bug fixes, including:

[HIGHLIGHT] add VR support

[HIGHLIGHT] add Tizen support

[HIGHLIGHT] fix Android performance issue

[HIGHLIGHT] Web engine performance improved in WebGL mode

[HIGHLIGHT] support obb extension on Android

[NEW] Core: add `utils::findChild()`

[NEW] Core: add CSV format support to tile maps

[NEW] Core: add `FileUtils::getContents()`

[NEW] Core: cocos2d::Value supports unsigned

[NEW] Particle: add feature to pause/resume particle emitter

[NEW] Platform: support Windows 10 UWP x64

[NEW] UI: add clamp and shrunk feature for system fonts, currently only support iOS, Android and Mac

[NEW] UI: make ListView select item programmatically

[NEW] UI: add `EditBox::InputFlag::LOWERCASE_ALL_CHARACTERS` to lowercase characters

[NEW] UI: add `setBounce()` to WebView

[NEW] Web: refactor TMXLayer renderers

[NEW] Web: can force orientation in mobile browser

[NEW] Web: support high resolution TTF Label on retina display

[REFINE] Android: use clang instead of gcc to compile codes

[REFINE] Android: hide virtual button by default

[REFINE] Android: set music volume control as default

[REFINE] Android: usage clang insteand of gcc to compile codes

[REFINE] Audio: catch `IllegalStateException` exception to avoid crash when playing background music with SimpleAudioEngine on Android

[REFINE] Core: fix many warnings

[REFINE] Core: move StringUtils functions from deprecated header file to ccUTF8.h

[REFINE] Core: FontFNT will ignore chars that exceeds 65535 and print a warning information

[REFINE] Core: `Node::ignoreAnchorPointForPosition()` is deprecated and add `Node::setIgnoreAnchorPointForPosition()`

[REFINE] Core: allow inherit from platform FileUitils

[REFINE] Core: add optional alpha parameter to Color4B and Color4F

[REFINE] Core: Follow action can accept horizontal and vertical offset

[REFINE] Core: TMXXMLParse parse `id` element

[REFINE] Lua: rename all member functions named `end()` to `endLua()`

[REFINE] JSB: make selectedSprite opitional in MenuItemSprite

[REFINE] JSB: return null if read failed in `js_cocos2dx_CCFileUtils_getDataFromFile()`

[REFINE] Template: iOS tempalte is refined to make cocos2d-x game scene work better with other UIView

[REFINE] Template: remove `build_native.sh`

[REFINE] Template: ARC support on iOS and Mac OS

[REFINE] UI: TTF and BMFont label wrap mode will automanytically changed to char wrap mode when label's width is less than word's boundary

[REFINE] UI: UIWidget adds missing properties for clone

[REFINE] UI: UIScrollBar caches the texture created with base64 encoded images

[REFINE] UI: EditBox now prints lowercase letters by default

[REFINE] UI: enable WebView's local storage on Android

[REFINE] UI: improve EditBox implementation on WinRT

[REFINE] UI: make PageView indicator more tunable

[REFINE] UI: make PageView page turning event time tweak configurable

[REFINE] UI: RichText is improved: add effect of outline, shadow and glow; catch the event of open url; ability to extend tags; add anchor of image tag

[REFINE] 3D: skeleton animation is more efficient when two animations switch frequently

[REFINE] 3rd party: update webp to 0.5.0

[REFINE] Web: improve basic types to reduce memory usage

[REFINE] Web: Show line number in console statements

[REFINE] Web: Cache base64 image of PageViewIndicator and ScrollViewBar

[REFINE] Web: Pass error in cc.AsyncPool in onEnd callback

[REFINE] Web: Separate ccui.ListView event callback from ccui.ScrollView for its own events

[FIX] Android: fix compiling error if using NDK r11+

[FIX] Android: package name is `libcocos2dx` instead of application name if building with Android Studio

[FIX] Audio: AudioEngine can not work if the file path contains not ascii code on iOS

[FIX] Audio: SimpleAudioEngine::playEffect() doesn't work correctly on Linux

[FIX] AssetsManager: can not work

[FIX] AssetsManagerEx: use manifestUrl from remote version

[FIX] Core: `FileUtils::writeValueMap()` will crash on iOS if it contains `Value::Type::None` type element

[FIX] Core: `ClippgNode::setStencil()` may cause assert error if it is invoked before

[FIX] Core: `TextureCache::addImageAsync()` doesn't set pixel format corretly

[FIX] Core: `GL::SetBlending()` doesn't set dst correctly

[FIX] Core: vertex z can not work correctly if window size changed on desktop platforms

[FIX] Core: use `std::isnan()` instead of `isnan()` to fix compiling errors on some Linux platforms

[FIX] Core: crash on windows when using PolygonInfo

[FIX] Core: fix `libpng error: CgBI: unhandled critical chunk` error with Xcode 7.3

[FIX] Core: EXC_BAD_ACCESS random crash caused by reallocation of shared indices memory

[FIX] Core: memory leak of `utils::captureScreen()` on iOS and Mac OS

[FIX] Core: assert error if remove an event listener twice at the same time

[FIX] Core: FileUtils::getValueMapFromFile() returns wrong value if it is a number with scientific notation on Android

[FIX] Core: UIGrayScale shader is not reloaded when reloading shaders

[FIX] Core: `SpriteFrame::clone()` doesn't clone polygonInfo

[FIX] Core: `FileUtils::createDirectory()` fails on Mac OS with sandbox

[FIX] Core: `cocos2d::Value` operator overloading of comparison `==` returns wrong value in case Type::VECTOR

[FIX] Core: wrong content size if minisize

[FIX] Core: can not have a class named `Game` on Windows

[FIX] Core: crash if load bad image on Windows

[FIX] Core: custom shader uniforms and attributes do not have effect in DrawNode

[FIX] Core: blend mode doesn't work with animated sprite

[FIX] Core: `FileUtils::removeDirectory()` can not work correctly when the path is not end of `/` on iOS and Mac

[FIX] JSB: fix some bugs related with JSB debegger

[FIX] JSB: scheduler callback target lost

[FIX] JSB: missing scroll widgets constants

[FIX] JSB: if obj is undefined or null then attempt to access obj.__nativeObj leads to incorrect behavior

[FIX] JSB: use `require()` to require the same script twice may crash

[FIX] Lua: lua function is not invoked when error happens in websocket

[FIX] Network: HttpClient Content-type limitation on iOS

[FIX] Network: downloader crash when storage path contains spaces

[FIX] Network: SocketIO crash on reconnect

[FIX] Physics: PhysicsBody damping doesn't wrok

[FIX] UI: EditBox may cause `java.lang.IndexOutOfBoundsException` exception on Android

[FIX] UI: TextFieldTTF doesn't show password correctly

[FIX] UI: RichText crash on Windows

[FIX] UI: EditBox can not use custom font on Android

[FIX] UI: can not use TTF font on Android

[FIX] RenderTexture: `setOpacity()` has not effect

[FIX] 3D: `Sprite3D::createNode()` may not work correctly with particular model data

[FIX] Web: `getParentToNodeTransform` doesn't return result

[FIX] Web: remote image without extension in url can't be loaded as image

[FIX] Web: nested clipping nodes rendering issue in WebGL render mode

[FIX] Web: IMEDispatcher can't work in mobile Chrome

 

Cocos2d-x is available here.

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Microsoft HoloLens Developer Pre-Orders Begin Tomorrow
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29. February 2016

 

Microsofts entrant into the VR field, the HoloLens, will begin taking developer pre-orders tomorrow for a healthy price tag of $3000USD.

 

Ouch.

 

First, let’s temper some expectations... this is very much a developer release, the actual launch of the HoloLens is a long ways out.  This release is akin to the original DK release for the Oculus Rift a couple years back.  This was the most recent comment about a HoloLens commercial release date:

“When I feel the world is ready, then we will allow normal people to buy it,” Kipman said Thursday, speaking to reporters at the TED conference in Vancouver. “It could be as soon as we say ‘yes,’ and it could be as long as a ‘very long time.'”

Hopefully the consumer hardware will be a great deal cheaper.  With news of the pre-order however, we did get some insight into the specs behind the HoloLens.  Taken from VentureBeat:

Here are the specifications for the HoloLens Development Edition headset:

  • Optics: See-through lenses (waveguides), 2 HD, 16:9 light engines, automatic pupillary distance calibration, 2.3 million total light points in holographic resolution, more than 2,500 radiants (light points per radian) in holographic density
  • Sensors: 1 inertial measurement unit (IMU), 4 environment understanding cameras, 1 depth camera, one 2-megapixel photo and HD video camera, mixed reality capture, 4 microphones, 1 ambient light sensor
  • Human understanding: Spatial sound, gaze tracking, gesture input, voice support
  • Processors: Intel 32-bit architecture and custom-built Microsoft Holographic Processing Unit (HPU) 1.0
  • Battery life: 2-3 hours of active use, up to 2 weeks of standby time; works when charging
  • Memory: 2GB RAM
  • Storage: 64GB flash
  • Connectivity: Micro-USB 2.0, Bluetooth 4.1 low energy
  • Wi-Fi: 802.11ac
  • Audio: 3.5mm headphone jack, built-in speakers, volume up/down
  • Other components: Power button, brightness up/down, battery status LEDs
  • Weight: 579 grams (1.27 lbs)

The HoloLens Development Edition kits come with a headset, an overhead strap, a clicker, a charging cable, a microfiber cloth, nose pads, and a carrying case.

 

Not just anyone can order a HoloLens however, you need to apply and be accepted into the program.

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