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2. June 2020


EA have just released the game client source code for Command and Conquer, both Red Alert and Tiberian Dawn versions.   This code is used to generate a DLL that is then hosted in the game engine and will enable modders to create new content for the about to be released Command & Conquer Remastered.

The source code is available on GitHub under the GPLv3 license.  This is not a complete release, it does not include game assets, nor does it ship with the game engine itself.  Instead you can use this source to create game DLLs that are run in the engine.  The code however is extremely well documented and is a nice peek behind the curtain of a successful commercial game.

You can learn more about the code release in the video below.

GameDev News


2. June 2020


Epic Games have just announced the June 2020 free assets and this month is rather special.  They are giving away the same assets as the very first Marketplace giveaway for those that missed them.  For every asset creator however, there is an additional free asset in this pack, including two new permanently free assets as well!  You need to “buy” the assets before the first Tuesday in July, but once purchased they are yours forever for free.

June Free Assets:

Free Forever Assets:


You can learn more about this months free assets in the video below.

GameDev News


1. June 2020


Optikon is a free Windows based ( Mac and Linux can run via Wine ) level editor that takes a WYSIWYG approach to creating game levels using the Lua powered Love game framework.

Details of Optikon from the website:

Drag and Drop Level Design

Optikon is a simple drag-and-drop level designer which makes stunning 2D level design in LÖVE possible for everybody.
Optikon generates Lua code in real-time as you create your level, so that you don't have to write a single line of code. Simply copy and paste this code straight into a .lua file to run your game, or click "Run" in Optikon to play your level in an instant.

Built-in Code Editor

Optikon comes with a built-in Lua code editor so that you can do all your level design and coding in one place. The code editor comes with automatic Lua syntax highlighting to help boost your productivity.

Quick & Versatile Level Design

Optikon will give you the tools and performance needed to easily build large and complex levels. Add rulers as a visual aid, layer and quickly duplicate components to speed up level design.

Optikon is ultimately a code generator, creating Lua code for the Love framework.  If you want to learn more about Lua and Love, check out our complete tutorial series available here.  To see the Optikon editor in action be sure to check out the video below.

GameDev News Design


1. June 2020


Plywood is a new C++ based cross platform C++ framework created by Jeff Preshing, who previously worked at Ubisoft Montreal.  Plywood is composed of 3 primary parts, a project build/management system, a C++ reflection and serialization system and a collection of modules to provide low level functionality needed by all games.  Plywood is open source on GitHub under the MIT license.

Details about getting started and building Plywood are available here.  If you need help or are interested in learning more, the Plywood Discord server is available here.  You can learn more about the Plywood framework in the video below.

Programming GameDev News


30. May 2020


Thanks in part to a $50,000 award from the Mozilla foundation, the Godot game engine is gaining the ability to be run in a web browser.   You can try it out right here if you have the latest version of a Chrome based browser, or Firefox Nightly.

Explanation for the rationale for Godot in a Browser from the Godot news page:

Godot Engine supports exporting games to the HTML5 platform (i.e. browsers). Given that the editor itself is written using the Godot Engine API it should be possible to run the editor in browsers as well.

The reason why the editor wasn’t able to run in browsers up until now was due to some historical Web browsers limitations, mostly lack of support for threading, but also file system access.

With the introduction of WebAssembly, WebAssembly threads, Javascript SharedArrayBuffer, and possibly an upcoming Native FileSystem API, it should now be possible to have an almost-native user experience when running the editor on the Web.

This will be beneficial in many ways to the engine itself for multiple reasons:

  1. It will lower the barrier for new users, which will be able to try out the engine without the need to download anything.
  2. Any modification towards reaching that goal will also improve the HTML5 export itself (given that the editor is made like a Godot game).
  3. It will allow to use Godot in a reasonable way in environments where installing/downloading applications is not an option (e.g. schools’ computers and tablets), fostering the usage of the engine for educational purposes (which is something we, as an open source community, deeply believe in).

This DOES NOT mean that Godot will move completely to the Web, nor that the Web browsers version will be the recommended way for professional development, but it will be an additional option for cases where it might be useful (again, pick the education sector as an example).

Perhaps the most interesting part is the future plans for mobile usage:

  • Virtual keyboard in the HTML5 plaform, for working text input in mobile devices.
  • Persistence support, WebDAV integration.
  • Gestures for the editor, allowing using the editor from touch devices (this will also be beneficial to make native Android or iOS versions of the editor for example).

These features, as well as Dropbox support, could truly bring Godot to Android, iOS or ChromeOS devices in the future!  You can learn more about Godot in the Browser in this video.  This is the second project to bring Godot to the browser, details of the first ‘Godot.Online’ is available here.  Note, Godot.online is not an official Godot project.

GameDev News


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