Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
18. July 2018


When I started GameFromScratch, by far and away the most common question I got was “what programming language should I use?”.  It’s amazing how much the world has changed in the last decade!  These days game engines are by far more important than programming language to the majority of developers, and one game engine has risen to the forefront of most peoples consciousness…  Unity.

I consistently cover a wide variety of game engines, here, on DevGa.me and on YouTube and one comment comes up far more often than any other...  “Why Not Just Use Unity?”.  Why would I use this game engine instead of Unity.  So I decided to take some time and answer exactly this question.  The short hand text version is available here as well as covered in a great deal more detail in this video.

GameDev News Programming


18. July 2018


The Defold Game Engine just released version 1.2.133.  The 1.2.133 release contains new features including the ability to live update aspects of your game, making it possible to push game updates out for published games without having to resubmit to the App Store.  This release also added hot reload support of collections, enabling you to make changes on the fly while running on devices.  If you are interested in learning more about the Defold Engine, be sure to check out our complete tutorial series available here.


Details from the release announcement:

Engine

  • DEF-3323 - Added: Collection hot reload support.
  • DEF-2411 - Added: Liveupdate store and verify manifest.
  • DEF-3375 - Fixed: Fixed crash when calculating particle instance emitter count
  • DEF-3330 - Fixed: sys.get_save_path now uses the platform path characters.
  • DEF-3359 - Fixed: Optimized engine size a bit by adding “-fno-rtti”.
  • DEF-3283 - Fixed: Try to resume WebAudio on mouse/touch interaction (and also handle a null DefoldSoundDevice)
  • DEF-3352 - Fixed: Native Extensions: Added support for Objective-C flags -f[no-]objc-arc and -f[no-]objc-arc-exceptions.

Work in progress

We’ve started with the new feature of caching the uploaded files/libraries to the extension build server.
This should improve turnaround times a lot as well as saving bandwidth for certain users.

We are also currently upgrading our Facebook SDK to the latest version.

GameDev News


17. July 2018


Are you looking for an open source cross platform HTML5 powered game engine, that’s open source, free and comes with a complete editor in addition to the underlying framework?  Perhaps the Wade Game Engine by Clockwork Chilli is what you are looking for.  While open source, WADE is shipped under a custom license you should take note of.  The TL;DR version of the license:

This license allows you to make games and non-games, for any purpose including selling and licensing, without paying anything to Clockwork Chilli. However you must not:

  • Distribute non-compiled (or non-minified) versions of Clockwork Chilli's source code.
  • Create a product that competes with WADE.

You can run WADE directly in the Chrome browser or can download a local installed version for Linux, Mac and Windows platforms.  If you want to learn more, be sure to check out the WADE game engine in action in this video or embedded below.

GameDev News


15. July 2018


In Godot 2, there was a visual editor for creating shaders, Visual Shader Editor.  It was removed in Godot 3 because low level shader code changes basically broke it.  Now it’s been fixed and Visual Shaders are now back in the current development branch.  In addition to actually running again, there are also some changes between the 2.x and 3.x versions, as announced on the Godot website:

  • New full PBR output nodes
  • No more Vec3 <-> Scalar adapter nodes, conversion is automatic
  • Easier input nodes for more organized graph.
  • Extending it via scripting (creating custom nodes) is possible.
  • Port previews (see blow)

You can see the newly re-enabled visual shader in the following video:

GameDev News


13. July 2018

 

To pieces of news in one post!  First off, today CopperCube 6 was just released.  Second, it is now also available for free!  If you are interested in learning more about this 3D game engine aimed at creating games with little to no programming, be sure to check out our CopperCube 5 hands-on video available here.

Of course, there has to be a catch… how are they going to make money to support continued development?  Well, there are upgraded versions available:

image

So basically the Free tier lacks post processing effects, video playback and a command line interface while requiring a splash screen.  The Studio version is the same as the pro version, except comes with the game client source code.

 

As to what is actually new in CopperCube 6, here is the feature list from the forum announcement:

- Post-Processing Effects
- Full FBX import with Animation
- New lighting system
- Unified colors and lighting
- DDS support
- WebGL 2 support
- Loading screen image
- Multi Selection
- WebGL automatic pointer lock
- Freeze Scale command
- Better Wireframe mode
- Automatic DirectX installer
- Scene Metrics tool
- Nicer User Interface
- More terrain generation options
- Lots of performance improvements
- Updated Lightmapper
- Improved OpenGL renderer
- Improved WebGL font rendering
- Automatic clip prevention for FPS camera children
- Preview of new D3D 11 renderer (alpha, not public yet)
- and many more smaller new features

Full change log available here.  CopperCube is already available for download on Steam, weighing in at just under 100mb.  CopperCube is available on MacOS and Windows, sorry Linux users.

GameDev News


GFS On YouTube

See More Tutorials on DevGa.me!

Month List