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9. May 2013

While I was away moving ( of which I am mostly done… except the living out of boxes and having no internet parts… ) a new version of Blender was released.  As I am a big fan, even if I am two days late, I feel the need to report it.


So, what's in it for game developers?  Well, for most of us, not much.  Unless of course you are rendering your game in a cartoon style, in which case you will love the inclusion of Freestyle in Blender.


What is Freestyle?

400px Manual 2 6 Render Freestyle Demo mato sus304 cut01

Freestyle is a non-photorealistic renderer ( NPR ), that has been around forever like BMesh, but has finally been incorporated directly into Blender.  The image to the left is an example of an anime style rendering performed using Freestyle.


This is just one example of the type of art that can be accomplished with Freestyle, although probably the most popular.  You can also render using flat colours, create a more blueprint like result, etc.


From the Blender description of Freestyle:

Freestyle generates 2D line drawing from a set of mesh objects. Mesh vertices, edges and faces are used to identify feature edges of interest to artists. The detected feature edges are then transformed into stylized lines through a number of stylization options. Unlike Blender's good old Edge (Toon) option that only generates a raster image, Freestyle feature edges can be manipulated by means of geometrical information, for example by line length, angle formed with two adjacent lines, and distance from the camera. In addition, identified feature lines can be stylized in many ways, such as different line colors, alpha transparency, and line thickness. Straight line segments can also be transformed into fancy curves by adding random displacements and fitting to smooth Bezier curves, for instance.

You can learn a great deal more about Freestyle right here.


So, other than Freestyle, what else is new in this release?  Well, you can read the complete release notes here but a few stand outs are the new modelling tools ( Individual face inset, Poke Face and Knife Project ), as well as improvements to the Paint tools, motion tracking, node editing as well as the Cycles renderer.


You can download the new release for free right here.

8. May 2013


When I was three quarters finished writing my PlayStation Mobile book Sony implemented a 99$ annual fee for PlayStation Mobile if you wanted to publish, or worse, run on a physical device. This was an "awww crap" moment for me, as it shrunk my potential audience down massively. People that owned a PS Vita and just wanted to play around coding for it certainly weren't going to pay another 100$ a year! Worse, it made open source projects, like the Monogame port, just that much less likely to happen.


Fortunately today, Sony corrected this mistake!

We’re always looking to support new developer talent, so we’ve decided to waive the publisher license fee (€80, £65) for PlayStation Mobile, which means you can bring your games to PlayStation Vita or any PlayStation-certified device, free of charge.

Those of you who want to throw your hat into the ring of PlayStation Mobile development now have the perfect opportunity to place your game alongside popular titles like Haunt the House: Switch Galaxy and Beats Trellis.


You can read the entire post here.

Good move, now announce PlayStation 4 support and ill be absolutely delighted!


3. May 2013

You may have noticed a lack of posts the last couple days and there is a good reason...



Yep... Moving time, ugh.


So there will be a combination of me being super busy, me not having Internet access and quite possibly, me being super busy AND without Internet access!


Thank goodness for my mobile data plan, I don't want to relive the horror of the great Internet outage of '07. Those were truly dark days!


Hopefully it will all be over quickly and regular scheduling will resume!


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