Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
1. December 2015

 

Blender4Web, a 3D engine that enables you to create web content directly in Blender, just released version 15.11.

 

From the release notes:

New Features
  • Initial support of WebGL 2.0 technology.

    New API features are automatically provided with compatible browser and hardware

  • New logic editor nodes:

    • Camera animation.

      The option to smoothly change camera’s position has been added to the Move Cameranode.

    • New: behavior animation.

      The Play Animation node can now add Behavior animation to an object.

    • New Stop Animation node

      Can be used to stop object’s animation

    • New Stop Sound node

      Can be used to stop a speaker’s sound playback

    • New Stop Timeline node

      Can be used to stop NLA animation

  • MSAA support

    This antialiasing algorithm is used in systems compatible with WebGL 2.0. For now, it allows highest image quality on the ULTRA settings by using 16x MSAA algorithm.

  • Viewer interface improvements.

    A Home button has been added. When pushed, it will open the basic scene specified in the application’s URL parameters, or, if there isn’t any, a placeholder scene with Blend4Web cubic logo will be opened.

    The Reset button has been moved to the right side of the application’s upper panel and will now reset not only internal but also URL parameters (such as loaded basic scene) of the Viewer.

    The Auto View Mode button used for automatic walkthrough of all scenes has been moved to the Tools & Debug panel.

  • High precision rendering performance measure mechanic.

    Using the WebGL extension EXT_disjoint_timer_query allows high precision timers to be created, which can be used to measure the performance of GPU operations. With the activation of the debug mode in the Viewer (‘’HUD Info`` option in the Tools & Debug panel), the time (in milliseconds) the GPU needs to render part of the scene (subscene) is shown in the last column of the debug information.

  • Web player improvements.

    Now, the cursor changes appearance while the camera is moving.

  • There are numerous additions and improvements in the documentation.

 

Additionally there were several changes and bug fixes announced.

GameDev News


1. December 2015

 

Paradox the C# based cross platform game engine we featured a few months back, as just announced a major version release and a name change to Xenko.  First about the update:

Xenko

New Features With This Release
Users Can Now Edit Documentation!

We’re so glad to have added this feature that allows users to share information about how to best use Xenko. We know our documentation is not entirely complete yet, so we are really looking forward to hearing and sharing information through the community.

The process for adding to Xenko documentation is real simple. ‘Edit on Github’ in the top right hand corner and you will be able to edit our documentation. If the user-submitted information passes the verification process, we will add it to the documentation.

Edit documentation on GitHub

Automatic Symbols and Source Code Download

Being open source is great, but only if you can find the sources matching the binary version you are using. From now on, Xenko will download the right sources and symbols for an optimal debug and programming experience so you don’t have to worry about doing it yourself.

The process is simple. All you need to do is open Visual Studio options, go to Debugging > General, and check “Enable Source Server Support”:

Enable PDB

 

Next some news on an upcoming December release:

New Animation System

We’ve added a new animation system that allows you to animate any game property throughout the engine. Animating models is great but why limit animation only to the models? With the newest version of the engine, you will be able to animate material color, UI transparency, and generally any property of your game!

Simple, In-Game Profiler

As good as a game engine can get, at some point, you’re always going to be limited by the hardware’s performance. To help with this, we’ve added a built-in profiler so that you will easily be able to identify problems and bottlenecks in your game. Even better, you will be able to turn on the built-in profiler at any point during the process of making your game.

Debug Physics Collision Shapes At Run-Time

Debugging physics is never easy. To streamline this, you will be able to display all the physics collision shapes at any time in your game.

Built-In Scripts

Writing scripts takes time and is not necessarily accessible to everyone. To improve on this, we added some built-in scripts to the engine so that users will be able to do basic operations with ease. Things like animating the camera, displaying physics debug shapes, and adding profiling information can be done in just a few clicks.

 

Finally on the name change:

So, on to the big news! Paradox is officially changing its name to Xenko. We wanted to show our roots a bit more since we are one of the few Japanese-based gaming engines. Xenko was inspired by the Japanese word, Zenko 善光. The Japanese characters signify perfection and light. Sticking with the Xenko theme, we will strive to improve your experience with the Xenko engine (ah, feels good to say the new name).

We know this is a big change, and we truly appreciate your patience as we have been honing in on this transition. Please note that support and download access to any previous Paradox releases will end on December, 25th, 2015.

You can read the full release here.

 

Not sure what I think of the new name, but the old one was certainly confusing.  Whenever I posted Paradox related news in the past there would always be a comment or three expecting that it was Paradox Interactive releasing their game engine.  These transitions can often create a fair bit of pain, especially if they rename at the code level too.

GameDev News


GFS On YouTube

See More Tutorials on DevGa.me!

Month List