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19. May 2015


The following is a list of every single tutorial/tip/review/guide ever published on It is an embedded Google Docs spreadsheet, available here in non-embedded form.


15. May 2015

Urho3D an open source cross platform C++ based engine I covered in detail here, just released version 1.4. 



The following are the changes:



  • Direct3D11 and OpenGL 3 rendering. Shader Model 2 support removed.
  • Experimental Emscripten support.
  • Raspberry-Pi 2 support.
  • Overhauled build system with better out-of-source build support & source tree reorganization.
  • Add host-tool building support for cross-compiling build which makes enabling of Lua/LuaJIT on Android build easier to configure than before and also makes new URHO3D_PACKAGING build option possible.
  • Add new engine parameter to set the location of the asset/resource prefix path. This addition makes new URHO3D_MACOSX_BUNDLE build option possible.
  • Add proper precompiled header (PCH) support for GCC/Clang compiler toolchains (and their derivatives).
  • Add compiler cache (ccache) support to build system for host systems where ccache is installable. The support is available for both native and cross-compiler toolchains.
  • Crowd navigation and dynamic navigation mesh using the DetourCrowd and DetourTileCache libraries.
  • 2D rendering improvements and optimization.
  • Allow materials to use any texture unit; up to 8 consecutive material texture units available for desktop graphics.
  • Depth-only rendering pass and readable hardware depth support.
  • Cubemap support and using programmatically defined rendertargets in renderpaths.
  • Vertex and index buffer access from script through VectorBuffer.
  • UI can be rendered to a texture with a renderpath command.
  • Uncompressed DDS support: generic decode to 8-bit RGBA.
  • Dynamic audio types instead of hardcoded.
  • Dynamic cursor image type definitions.
  • Added various material techniques.
  • Allow reading Data/CommandLine.txt on all platforms, if Urho3DPlayer is started without parameters.
  • LOD level support in Terrain collision shape.
  • Reduce cost of rendering multiple materials with same shader parameter values, reduce shader switching cost on D3D9, and other rendering efficiency optimizations.
  • Refactored event subscription mechanism with Lua.
  • Add SpritePacker utility.
  • User configurable indentation for XML and JSON files.
  • Controls class moved away from Network subdirectory to allow using when Urho3D is built without networking.
  • MOBILE_GRAPHICS & DESKTOP_GRAPHICS defines for graphics capability level, to avoid hardcoded platform checks.
  • Remove bell sound when pressing Alt key combinations on Windows.
  • 8-bit time stamp added to client controls sent over the network. Allow to intercept attribute updates from network. These features should allow writing custom clientside prediction.
  • Return hit submesh index in raycast to StaticModel.
  • Fill mode added to materials.
  • AngelScript script objects can be stored in a Variant.
  • Improved attribute registration: class name and variant type not needed.
  • Add new rake tasks to facilitate configuring/generating and building Urho3D project, including external project using Urho3D library.
  • Update PugiXml to 1.5.
  • Update STB libraries to latest.
  • Editor: particle effect editor window.
  • Editor: sound type editor window.
  • Editor: remember script attributes and restore them if a compile error occurs.
  • Editor: remember custom var names globally in the editor configuration.
  • Editor: button-based editor for bitmask attributes.
  • Editor: duplicate operation.
  • Editor: resource browser improvements.
  • Editor: renderpath can be chosen.
  • Editor: allow running without Urho2D compiled in.
  • Editor: inspector lock.
  • Editor: ensure correct gizmo size in orthographic mode.
  • Editor: copy camera transform operation.
  • Editor: do not allow to set a dialog modal in the UI editor.
  • Fix mouse stutter by using SDL_PollEvent() instead of SDL_PumpEvents().
  • Fix various missing script bindings.
  • Fix missing editor grid after scene revert.
  • Fix StaticModelGrup alpha materials rendering only 1 instance.
  • Fix missing attribute side effects (ApplyAttributes) in attribute animation.
  • Fix billboard render sorting from several views on the same frame.
  • Fix editor to load UI assets from executable directory to prevent using old UI assets from user’s resource directories.
  • Fix UI element drag showing “not accepted” mistakenly.
  • Fix WritePackedQuaternion() always returning false.
  • Fix uninitialized variable in Shader class.
  • Fix wrong camera aspect ratio after modifying orthographic size.
  • Fix “lightvolumes” render path command not allowing custom shader defines.
  • Fix AnimatedSprite2D not hiding child sprites when disabled.
  • Fix missing export specifiers for some Urho3D classes.
  • Fix additive particle scale modification making the particle size negative.
  • Fix screen orientation issue on iOS 8.
  • Fix multiple view rendering for 2D drawables.
  • Fix Bullet friction on Clang compiler.
  • Fix textures left bound in multiple units on OpenGL.
  • Fix infinite loop in ResourceCache::AddPackageFile().
  • Fix corrupt network message reception by updating kNet library.
  • Fix NaN check working incorrectly on GCC.
  • Fix possible wrong logic when a component is removed from a scene node, as opposed to being destroyed.
  • Fix tab escape sequences in the generated script documentation.
  • Fix warnings that leak into Urho3D applications.
  • Fix being able to create a REPLICATED component into a LOCAL node.
  • Fix negative light direction from Assimp with certain 3D file formats.
  • Fix spot light FOV handling with Assimp.
  • Fix incorrect partial terrain update and improve terrain update worst-case performance.
  • Fix incorrect rendering to backbuffer after post-process pingponging on OpenGL.
  • Fix crash when calling FixInterpolation() incorrectly on a compressed sound resource.
  • Fix AngelScript compile on VS2015.
  • Fix crash with null materials in 2D rendering.
  • Fix kNet WinXP compatibility.
  • Fix possible threaded resource load issues with XML files.
  • Fix missing null checks in AnimatedSprite2D.
  • Fix window drag behavior with hidden mouse on Linux; require click in window before re-enabling hidden mouse on all desktop OS’es.
  • Fix erratic hidden mouse move when used together with touch input.
  • Fix black screen on OSX after fullscreen/windowed switch.
  • Fix incorrectly working AngelScript native calls on Clang / Windows.
  • Fix building of 32-bit Linux software package on 64-bit host system and add options for build system to produce correct “LIB_SUFFIX” for 64-bit Debian and RPM packages.

You can learn more about and download Urho3D right here.

14. May 2015


Another in Blenders ongoing series teaching Blender in one hour chunks.  This video covers uvmapping, textures and materials in Blender:


It joins these previous parts in the series:


13. May 2015


Just got an email from Mixamo with some pretty cool information.  Basically Mixamo’s web client was based around Unity player, and Google killed off Unity player, so they had to port to a pure WebGL version, Mixamo 2.  As part of this transition they are now offering free Autorigs to Mixamo Fuse customers.  I am a big fan of Mixamo Fuse, I covered it in some detail in this post or in this video.  On of the major features of Fuse is it came with two free auto rigs a week, with additional rigs costing 50$.  Now they are completely free.


To the non-artists amongst us, a rig is the skeletal underpinnings of a 3D model that enable you to manipulate it using a network of bones.  Mixamo auto rig does the generating of this skeleton for you, and it does a pretty good job of it too.  


Details of the release, most relevant portion in red:


Celebrating Mixamo 2.0 with Free Fuse Auto-Rigs

By Tyler Georgeson

May 13, 2015 at 6:30 AM

Today’s the day! This marks the full transition to Mixamo 2.0. This new interface is designed to help you:

  • Save time with the 10x faster, 100% plugin free 3D viewer 

  • Customize content by creating your own animation packs 

  • Stay organized by finding assets, editing animations and Auto-Rigging all in one place

  • Quickly get assets in the game engine with new bulk download and export settings

The transition that started in February is now complete, and although we are still making tweaks and optimizations based on your feedback, from here on out the Mixamo Store will be the hub for our 3D animation software. 

Use Mixamo 2.0 to make kick ass games.

To celebrate the change, we are announcing that all Fuse characters Auto-rigged on Mixamo can now be downloaded for free. Read on after the jump for more information. Or, go directly to the Mixamo Store to browse our 3D animations and characters.


Free Auto-Rigging for Fuse Characters

As of today, instead of charging $50 per Auto-Rig for a Fuse character, there will be no charge at download for an Auto-Rigged Fuse character. This is true for any Fuse user, regardless of whether or not you have a  Mixamo plan, and regardless of whether you are using Fuse or Fuse Basic. And animations on a Fuse character will still be charged per animation per character.

But why? We did this to reduce any friction around understanding the value of Fuse as part of the Mixamo eco-system. We see the 3D character creator as the ideal beginning of the pipeline for bringing quality animated characters into a game project quickly. By starting with Fuse, game developers at any level - hobbyists, indie, AAA - only need to build the character that they want, then upload to Mixamo to apply animations. The functionality works the same as before, but by not charging for Auto-Rigged Fuse characters, we are opening up the pipeline to far more users.

Celebrating a full transition

Mixamo 2.0 is now here to stay and the features are geared to get you 3D animation assets, faster than ever.

Online 3D animation software, faster than ever.

Faster and plugin-free viewer

Viewing 3D content on Mixamo is now a brighter, sharper, faster, 100% plugin free experience. We built the Mixamo Store on a brand new framework utilizing WebGL technology, which renders 3D and 2D graphics inside any modern web browser.

In the past, users had to install the Unity Web Player plugin to view content on Mixamo’s original site. But plugins are annoying to install, difficult to constantly update, and modern web browsers like Chrome have stopped supporting older plugin architectures. That’s why we made the transition away from the plugin - to make sure that all Mixamo visitors can see a faster, higher-fidelity image without needing to install a single thing. If you want more details on this new technology, check out this blog post authored by our Director of Engineering, Jeremy Biddle

Make custom pack and edit animations on Mixamo 2.0


Customizable animation packs


Mixamo 2.0 features twenty two curated animation packs, making it easy to grab complete sets of animations that work together immediately, and our animation collection is always growing. You can modify your pack’s content so that it includes only what works for your project. Feel free to add animations that are not in the original pack, or whittle down the animation content to just what you need. Because the viewer is now side-by-side with your search results, you can see right away what will work with your existing pack and what won’t.

We’ve added seventeen new animation packs since the launch of Mixamo 2.0 in February 2015, and our Animation Director plans to post new packs every month. We are focusing on a wide range of genres like Combat, Fantasy and Locomotion, as well as offering options for Pro and Lite versions to fit your needed level of animation complexity. Here’s a list of the current packs, and you can check out the Featured page to view the most recent additions.

Mixamo Animation Packs

  • Free Test Animations

  • Male Locomotion

  • Female Locomotion

  • Gestures 

  • Creature 

  • Pro Melee Axe

  • Lite Longbow

  • Longbow
  • Longbow Aiming

  • Pro Longbow

  • Action Adventure

  • Lite Sword and Shield

  • Pro Sword and Shield

  • Basic Shooter

  • Lite Rifle

  • Pro Rifle

  • Scary Zombie

  • Not So Scary Zombie

  • Lite Magic

  • Magic Spell

  • Magic Locomotion

  • Pro Magic


Searchable and organized assets

Find what you need faster than before with improved search capabilities. You can still search for any asset by using the search field or narrowing down results with the search parameters. The difference now is that results will appear much more quickly than before.

In Mixamo 2.0 we’ve also built in the ability to favorite items, so that you can earmark assets for easy reviewing later. You can also use this feature to see the popularity of a certain asset - that way, when you are deciding between animations, you have an indicator of which one wins the heart of more users. And, just like the original Mixamo site, you are able to store any asset that you have been working on. Now you can leverage the beautiful new viewer to see your purchased and in-progress items to make sure you get exactly what you want before downloading. Last but not least, we’ve made it possible to delete assets from your account so that you can do a spring cleaning any time you want.

Bulk download assets and set export preferences.

Bulk downloading and new export settings

The entire export process is streamlined in Mixamo 2.0. Bulk downloading with animation packs will help you get what you need and get going. Just head to the My Assets section, select the assets you want, and hit Queue Download. Here you can also take advantage of the nifty export settings and apply them across all the downloads selected to save boatloads of time. No more navigating between different web pages, no more need to download animations one by one. The Mixamo Store checks you out and keeps all of your work in one place.  

Worth the wait

Mixamo 2.0 has been in beta since the end of February, and the final transition today comes after we made sure that all Mixamo user account functionality remains the same in the new interface.

The migration period allowed us to do a responsible transition through iterative cycles of development, testing, gathering feedback, and improvement tweaks. That continued iteration won’t end with the full transition, and your feedback is just as important now as it was before. Please share your thoughts with us in the Mixamo Community forum

We also have this swell survey which takes only 2 minutes to complete.

Best Mixamo yet

So everybody, as we bid a fond farewell to Mixamo’s original interface, it feels great to look back and realize that when the site was first launched in 2008, we were then and are still now the only online shop for animations that can automatically retarget to your 3D characters. As great as it feels to look back in pride, it feels even better to look forward to what is now possible.

This is just an exciting first step. Expect more great things to come.


12. May 2015


I hate to say, but I’ve put it off as long as I possibly could.  The seams are bursting, the pipes are leaking and unsightly mold is starting to cover all the surfaces.  Point blank, needs a renovation.


Even though I’ve worked in web in the past, I actually despise doing web work.  CSS stands for Cant Stand Syntax.  I find the process entirely and completely frustrating and even worse of all, it’s a time sink.  The time I have to spend updating the website, is taken away from working on tutorials and other content.


As I said earlier though, this is something I simply have to do.  Google made a recent algorithm change that ranks sites higher if they have good mobile support.  I tried a couple weeks ago to simply enable a mobile theme.  Unfortunately this didn’t work, in fact it seemed to really hurt traffic, although part of that is probably a reporting bug.  At the end of the day, that mobile theme was pretty ugly too… and barely usable, but it did make Google’s algorithms happy.


At the end of the day though, the world has changed since I started  I spend more and more time on my phone or browsing on a tablet.  Desktop resolutions haven’t really increased all that much in common use, except pixel densities.   Using a fixed pixel layout on a Retina display isn’t exactly a great idea.  Basically what I’m saying is, no matter how much I hate it, it’s something I need to do.


On top of all that, there is a matter of content curation.  Over the years I’ve created a TON of content here on GameFromScratch, of which I have forgotten a great deal of.  If you look through the menus across the top of the site, they are in massive need of a re-org.


So coming up, I have a few tasks I need to perform, tasks that sadly take away from other work and will probably result in less massive posts in the near term… sorry about that.


First thing I am going to do is go back to day one of this site, and create a single massive spreadsheet of all the still useful tutorials I have ever created on GFS.  I need to know what I’ve got before I can organize it better.  Once that’s complete, it’s time to rework the UI of GameFromScratch to make it a bit more modern, less ugly and more mobile friendly.


So, sorry about the noise and dust during the construction… hopefully the disruption will be brief!

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