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12. November 2018


The 2geom library is a math library for “Paths, curves, and other geometric calculations. Designed for vector graphics, it tackles Bézier curves, conic sections, paths, intersections, transformations, and basic geometries”.  It was developed for use in the open source Inkscape graphics application in collaboration with Monash University.  Designed originally to improve Inkscape 1.0, the 2geom library was just officially released for public consumption outside of Inkscape development.  This cross platform C++ library is released under a dual LGPL 2.1 and MPL 1.1 open source license.

Features of 2geom:

  • C++
  • Functional programming style.
  • Points
  • Efficient affine transformations
  • Rectangles
  • Convex Hulls
  • Bounded error
  • General purpose paths:
    • Exact elliptical arcs
    • Area
    • Centroid and bending moments
  • Path Locations:
    • Determination of special spots (e.g. maximum curvature)
    • Splitting
    • Point, tangent, curvature at location
    • Efficient arc length and inverse arc length
  • Path algebra:
    • Computations such as offset curves can be written with their mathematical definition and still get a bounded error, efficient curve. (preliminary trials indicate offset done this way out performs the method used in Inkscape)
  • Arbitrary distortion (with bounded error):
    • Mesh distorts
    • Computational distorts such as the GIMP's 'vortex' plugin
    • 3d mapping (perspective, flag, sphere)
  • Exact boolean ops (elliptic arcs remain elliptic arcs)
  • Efficient 2d database
  • Implicit function plotting
  • NURBs input and output
  • Tunable path simplification
  • PDoF constraint system for CAD/CAGD

If you are interested in learning more about this release, be sure to check the following post on the Inkscape website, while more details and the library itself are available on GitLab.

GameDev News


7. November 2018


Epic Games have just released Unreal Engine 4.21.  This release was very clearly influenced by the development process and requirements of creating Fortnite for iOS and Android, with several improvements to both mobile support, testing procedures and networking code resulting.  This release also features further improvements to Niagara, the new particle system, which now has Nintendo Switch support and a much more user friendly creation process.  Another new and interesting if experimental feature is Pixel Streaming, enabling you to broadcast from an Unreal Engine game directly to supported modern web browsers.

Details of the release from the Unreal Engine blog:

Unreal Engine 4.21 continues our relentless pursuit of greater efficiency, performance, and stability for every project on any platform. We made it easier to work smarter and create faster because we want your imagination to be the only limit when using our tools. And we battle-tested the engine on every platform until it met our developers' high standards so your project will shine once it is ready for the masses.

We are always looking for ways to streamline everyday tasks so developers can focus on creating meaningful, exciting, and engaging experiences. Our industry-leading Niagara effects toolset is now even more powerful and easier to use, enabling you to dream up the next generation of real-time visual effects. You can build multiplayer experiences on a scale not previously possible using the now production-ready Replication Graph functionality. Iterate faster thanks to optimizations with up to a 60% speed increase when cooking content, run automated tests to find issues using the new Gauntlet automation framework, and speed up your day-to-day workflows with usability improvements to the Animation system, Blueprint Visual Scripting, Sequencer, and more.

We strive to make it possible for your creations to be enjoyed as you intended by everyone, everywhere regardless of the form factor they choose. Building on the previous release, we have added even more optimizations developed for Fortnite on Android and iOS to further improve the process for developing for mobile devices. Available in Early Access, Pixel Streaming opens a whole new avenue to deploy apps in a web browser with no barrier to entry and no compromise on rendering quality. We have also improved support for Linux as well as augmented, virtual, and mixed reality devices.

As with all Unreal Engine releases, the release notes go into a great deal more detail, so be sure to click to learn more or watch the video embedded below.  As always, you can install Unreal Engine using the Epic Game Launcher.


6. November 2018


Defold Engine 1.2.141 has just been released.  By far the biggest aspect of this new release is WebAssembly support, which should result in faster loading HTML5 games.  If you are interested in learning more about the Defold game engine, be sure to check our new tutorial series over on Devga.me.  We also have a full tutorial series covering the 1.x version of Defold available here.


Details from the Defold forums:

This release adds support for WebAssembly . Bundling for HTML5 will now output both WebAssembly and the older AsmJS version of the engine. Depending on browser support the appropriate version will automatically be selected and loaded at runtime. In most cases this new version can decrease initial load time for HTML5 games.

Engine

  • DEF-3540 - Added: New WebAssembly platform (bundled together with Asmjs on HTML5).
  • DEF-3582 - Added: Support for dynamicLibs in the platform context in NE config files.
  • DEF-3565 - Fixed: Boot crash on iOS 6.
  • DEF-3523 - Fixed: NE error log parsing for malformed Defold SDKs.
  • DEF-3568 - Fixed: Release audio focus before closing down platform sound.
  • DEF-3574 - Fixed: Internal GUI node optimizations.
  • DEF-3433 - Fixed: Improvements to pprint.

Editor

  • DEFEDIT-1474 - Fixed: GUI box node using tile source anim as texture did not respect h/v flip.


GameDev News


5. November 2018


Launched at Unity Unite LA, there is an ongoing contest showcasing newer 2D features that have been added to the Unity game engine since Unity 2018 was released.  This includes new features like improved tilemap support, inverse kinematic animations, 2D animation improvements, cinemachine support, spriteshape and more.  Contest entries must:

  • be made using Unity 2018.1, Unity 2018.2, or Unity 2018.3 (beta) and highlights use of one of the following tools: 2D Animation, 2D IK, 2D Cinemachine, 2D Tilemaps (square, hexagons or isometric), 2D SpriteShape, 2D Pixel Perfect, or Vector Graphics. Assets from Asset store are allowed but not required but use must comply with these Rules;

  • be in a single language, ideally English or Japanese (in the case of non-English/Japanese submissions, Entry should focus on visual, non-verbal elements);

  • be your Team’s own original work;

  • not have been submitted previously in any promotion of any kind;

  • not contain material or content that:

  1. is inappropriate, indecent, obscene, offensive, sexually explicit, pornographic, hateful, tortious, defamatory, or slanderous or libelous;

  2. promotes bigotry, racism, hatred or harm against any group or individual

  3. promotes discrimination based on race, gender, ethnicity, religion, nationality, disability, sexual orientation, or age;

  4. promotes alcohol, illegal drugs, or tobacco;

  5. violates or infringes another’s rights, including but not limited to rights of privacy, publicity, or their intellectual property rights;

  6. is inconsistent with the message, brand, or image of Unity, is unlawful; or

  7. is in violation of or contrary to the laws or regulations of any jurisdiction in which the Entry is created.

Entries are judged on a 100pt scale using the following weighting:

  • up to 50 points will be awarded for quality of execution, interesting/fun gameplay and good usage of new 2D Unity tools;

  • up to 25 points will be awarded for documentation of your project; and

  • up to 25 points will be awarded for project creativity.


  • Prizes are as follows:

  • 1st Place Prize (highest scoring Entry) - $2000 in cash

  • 2nd Place Prize (second highest scoring Entry) - $1000 in cash

  • 3rd Place Prize (third highest scoring Entry) - $500 in cash

  • Special Mention Prize (Entry with most innovative editor tool) - $500 in cash


  • You can learn more about the contest here, while the legal details are available here.  When ready, you can submit your entry here.  The contest runs until December 16th, 2018.

    GameDev News


    5. November 2018


    The Tombstone Engine, the successor to the C4 Game Engine, just got a new update, it’s first since 2017.  The Tombstone game engine is a commercial game engine that runs on 64bit Windows machines, and is capable of targeting major desktop platforms as well as the PlayStation 4.  The 2.9 update is free for existing developers and focuses heavily on new font related functionality, as well as bumping the OpenGL version required to 3.3 or higher.  Full details of the update from the release notes:

    Core Engine

    • All of the unsigned integer types that previously began with unsigned_ have been changed to begin simply with u. For example, unsigned_int32 is now just uint32.
    • The Array::FindArrayElement() function has been renamed to Array::FindArrayElementIndex() to make it clear what kind of information is returned.
    Graphics Manager
    • The Graphics Manager on Windows and Linux now require OpenGL 3.3 plus the GL_ARB_clip_control, GL_ARB_direct_state_access, GL_ARB_multi_bind, GL_ARB_texture_storage, and GL_ARB_texture_storage_multisample extensions. Since Apple does not support some of these extensions (and never will), this means that Tombstone 2.9 does not run on the Mac. We are planning to implement a Metal back end for the Graphics Manager in version 3.0.
    • The projection matrices used by the engine have been modified to produce device-space z coordinates in the range [0,1] with reversed depth. This greatly increases depth buffer precision and eliminates Z fighting artifacts when parallel surfaces near each other are viewed from far away.
    • Generalized depth offset modifications and depth bounds test optimizations have been implemented to handle oblique near plane projections. This can improve the appearance of decals in reflection or refraction images, and it can improve performance of point/cube/spot light sources in reflection or refraction images.
    • The motion blur algorithm has been improved and now generates better results. The velocity buffer has been changed to a two-channel format using 8 bits per channel, using half the space it previously used.
    • The method used to split linear 32-bit depths into two 16-bit depths for the floating-point structure buffer has been improved. This gives better precision farther from the camera position.
    Interface Manager
    • The font format has changed in this version. Any custom fonts that were previously imported must be imported again before they can be used.
    • There are many new text rendering capabilities, including underline, strikethrough, horizontal stretch, transform-based subscript/superscripts, right-to-left writing directions, bidirectional layout, adaptive supersampling, rectangle primitives, fraction formatting, and hyphen-minus substitution. Settings have been added to the Text Widget that can be used to enable these in the Panel Editor, and new embedded format directives have been added to control them within a block of text. See the Slug User Manual for details about all of the text rendering features.
    Effect Manager
    • A new Text Effect node has been added to the engine. This is used to place text on surfaces within a game world and apply materials to the glyphs so they appear to be painted on the surfaces. (This is completely different from using text in a panel effect.)
    Terrain
    • The functions that build terrain geometry have been improved so that vertex sharing occurs as often as possible. Rebuilding terrain geometries can reduce the data size by roughly 5–10%.

    Tools

    Font Importer
    • The Font Importer contains new settings for the size and position of underline and strikethrough decorations and the transforms for subscripts and superscripts. These are initialized to the values specified in the input TrueType font file.

    Tutorials

    • Two basic game projects called SimpleBall and SimpleChar are now included with the engine. See Simple Games.
    • Several new tutorial worlds are included in the Data/Tutorial folder. Some of them are starting points for tutorial articles on the wiki.

    The following video goes hands-on with the downloadable demo, a quick showcase of what the Tombstone engine is capable of, as well as a look at the tooling that is included.

    GameDev News


    See More Tutorials on DevGa.me!

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