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15. November 2018


The folks over at Humble Bundle are running another bundle of interest to game developers, the Humble RPG Game Dev Bundle.  It’s a large collection of RPG Maker (don’t worry, they can be used outside of RPGMaker in your engine of choice) assets including sprites, tiles, sound fx, icons and more.  Humble Bundles are collections with different priced tiers, with a portion of the proceeds going to the content maker, a charity of choice (Child’s Play in this case) as well as to Humble Bundle themselves.  I normally full heartedly recommend Humble Bundles to people, but this time I must give a bit of a warning due to the attached license.

From the license:

4.1. A “Licence” means that the Seller grants to GDN (purely for the purpose of sub-licensing to the Purchaser) and GDN grants (by way of sub-licence thereof) to the Purchaser a non-exclusive perpetual licence to;

(a) use the Licensed Asset to create Derivative Works; and

(b) use the Licensed Asset and any Derivative Works as part of either one (1) Non-Monetized Media Product or one (1) Monetized Media Product which, in either case, is:

i) used for the Purchaser’s own personal use; and/or

ii) used for the Purchaser’s commercial use in which case it may be distributed, sold and supplied by the Purchaser for any fee that the Purchaser may determine.

That 4.1 b is going to be a huge deal breaker for many people.  If you are intending to use these assets for personal use, the license wont matter.  If you are looking to distribute your works however, do be sure to go over the license with a fine tooth comb, as that clause seems to limit you to a single product, commercial or otherwise!  There is a discussion of the bundle going on over on /r/gamedev if you are interested in learning more.

EDIT – An update on the licensing terms.  The publisher of the assets have reached out to me on Twitter to announce they’ve heard the complaints regarding the license and are updating it to be more developer friendly.  Additionally I signed up for the Humble Bundle partner program, meaning purchasing through the above link will help support the channel.

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Art GameDev News


14. November 2018


Tiled, the open source 2D map editor, just released version 1.2.1.  The new release is entirely focused on bug fixes and stability improvements.  If you are unfamiliar with Tiled, it is an excellent 2D map editor, able to create 2D, isometric and even hexographic maps and is supported by almost every single modern 2D game engine in use today.  You can learn more about how to used Tiled through our complete tutorial series available here.


Details of the Tiled 1.2.1 release:

Changelog
  • Fixed JSON templates not being visible in Templates view (#2009)
  • Fixed Maps view to show all readable map formats
  • Fixed crash when deleting a command using the context menu (by Robert Lewicki, #2014)
  • Fixed crash after a world file failed to load
  • Fixed Select None action to be enabled when there is any selection
  • Fixed disappearing of tile types on export/import of a tileset (#2023)
  • Fixed tool shortcuts when using Spanish translation
  • Fixed saving of the “Justify” alignment option for text objects (#2026)
  • Changed Cut, Copy and Delete actions to apply based on selected layer types
  • Windows: Updated builds to Qt 5.9.7
  • Updated Russian translation (by Rafael Osipov, #2017)


You can download Tiled here and learn more here.

GameDev News


14. November 2018


MegaScans Quixel Mixer 2018.2.2 was just released.  Quixel Mixer is a tool for quickly creating photorealistic textures by combining existing textures, in addition to using several built in painting tools integrated directly into Photoshop.  The new Mixer release includes several new features including a new eye dropper tool, a new orthographic view, straight line painting tools and more.


New features from the release notes include:

  • Added Eyedropper, both via quick access (shift-left click color swatch), via Color Picker and via Q
  • Orthographic View, toggled via the shortcut “P” (Including Angle-based Snap Rotation)
  • Added Straight Line Painting, which can be canvas-aligned or camera-aligned (Shift or Shift+S respectively)
  • Change layer textures, without changing the current layer settings (Right-click menu on layer)
  • Added several new HDRIs
  • Match Color to Base functionality (Middle mouse click color swatch)
  • Added Quick Export (Ctrl+Shift+E)
  • Several new stock paint brushes added
  • Major improvements to Mixing performance!
  • Numerous other minor bug fixes and quality of life improvements!


You can learn a great deal more about this release on the MegaScans blog or by watching the features video embedded below.

GameDev News


13. November 2018


Discovered on Phoronix.com, Microsoft have just released a new open source project that attempts to solve a very familiar problem, converting from one shader format to another, specificcally converting from HLSL to a variety of different shader formats.  The MIT licensed open source project Shader Conductor, doesn’t actually convert shaders between formats, instead makes use of existing projects Direct X Shader Compiler and SPIRV-Cross to make the process work.  Shader Conductor enables you to:

  • Converts HLSL to readable, usable and efficient GLSL
  • Converts HLSL to readable, usable and efficient ESSL
  • Converts HLSL to readable, usable and efficient Metal Shading Language (MSL)
  • Converts HLSL to readable, usable and efficient old shader model HLSL
  • Supports all stages of shaders, vertex, pixel, hull, domain, geometry, and compute.

You can see the entire conversion process of Shader Conductor in the following diagram.

Architecture

As you can see, SPIRV-Cross is used to convert SPIRV generated by the DirectX Shader compiler, then SPIRV-Cross enables conversion to a number of different APIs, including interestingly enough earlier versions of Direct3D.  Currently Shader Conductor is only available on Windows, with Mac and Linux support coming soon.  The project is still young and is under active development.  The source code, as well as more information, is available on GitHub.

GameDev News


12. November 2018


The 2geom library is a math library for “Paths, curves, and other geometric calculations. Designed for vector graphics, it tackles Bézier curves, conic sections, paths, intersections, transformations, and basic geometries”.  It was developed for use in the open source Inkscape graphics application in collaboration with Monash University.  Designed originally to improve Inkscape 1.0, the 2geom library was just officially released for public consumption outside of Inkscape development.  This cross platform C++ library is released under a dual LGPL 2.1 and MPL 1.1 open source license.

Features of 2geom:

  • C++
  • Functional programming style.
  • Points
  • Efficient affine transformations
  • Rectangles
  • Convex Hulls
  • Bounded error
  • General purpose paths:
    • Exact elliptical arcs
    • Area
    • Centroid and bending moments
  • Path Locations:
    • Determination of special spots (e.g. maximum curvature)
    • Splitting
    • Point, tangent, curvature at location
    • Efficient arc length and inverse arc length
  • Path algebra:
    • Computations such as offset curves can be written with their mathematical definition and still get a bounded error, efficient curve. (preliminary trials indicate offset done this way out performs the method used in Inkscape)
  • Arbitrary distortion (with bounded error):
    • Mesh distorts
    • Computational distorts such as the GIMP's 'vortex' plugin
    • 3d mapping (perspective, flag, sphere)
  • Exact boolean ops (elliptic arcs remain elliptic arcs)
  • Efficient 2d database
  • Implicit function plotting
  • NURBs input and output
  • Tunable path simplification
  • PDoF constraint system for CAD/CAGD

If you are interested in learning more about this release, be sure to check the following post on the Inkscape website, while more details and the library itself are available on GitLab.

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