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9. September 2019


Back in February we announced that Godot was a recipient of the annual Google Summer of Code.  Essentially this is an open source effort funded by Google where they pay students to work on open source projects.  This year the Godot game engine had 8 students working on various different projects.  At this point the GSoC is over and Godot released the results of this years efforts.

The projects consisted of:

You can learn more about the results of any individual project by clicking any of the links above or by clicking here.  If you are interested in learning how to use the Godot game engine, be sure to check out our complete tutorial series available here.  Learn more about the GSoC entries for 2019 in the video below.

GameDev News


6. September 2019


PlayCanvas, the HTML5 based 3D game engine just released version 1.23.0.  The primary new features of the release is that PlayCanvas is now available via the NPM, the Node Package Manager.  Additionally you can now generate TypeScript definitions for the entire API.

Details of the release from the PlayCanvas GitHub:

  • [NEW] PlayCanvas now available on NPM: https://www.npmjs.com/package/playcanvas (@aidinabedi)
  • [NEW] Official TypeScript definitions for the entire PlayCanvas API ('npm run tsd')
  • [NEW] Added pc.Vec2/3#distance (distance between 2 points)
  • [IMPROVEMENT] Post effects now use MSAA render targets when WebGL 2 is available
  • [IMPROVEMENT] Grab pass can now be used in combination with post effects (@aidinabedi)
  • [IMPROVEMENT] playcanvas-latest.js renamed to playcanvas.js
  • [IMPROVEMENT] WebVR Polyfill dependency removed from the engine
  • [DOCS] Build a local copy of the API reference manual ('npm run docs')
  • [DOCS] 100s of fixes and improvements to the API reference manual (@aidinabedi)
  • [FIX] Right to Left text alignment fix
  • [FIX] Entities cloned inside postInitialize now have their own postInitialize functions called


If you are interested in checking out or learning PlayCanvas check out our PlayCanvas Step by Step Bowling Game tutorial.

GameDev News


5. September 2019


Epic have just released Unreal Engine 4.23.  The star feature, the new Chaos physics and destruction engine announced back at GDC made it’s beta release in this version, although you currently have to build UE4 from source.  The new physics system enables you to destroy world geometry with fine tune control as well as tightly integrate with the Niagara particle system.

Details of this release from the Unreal Engine blog:

Thanks to our next-gen virtual production tools and enhanced real-time ray tracing, film and TV production is transformed. Now you can achieve final shots live on set, with LED walls powered by nDisplay that not only place real-world actors and props within UE4 environments, but also light and cast reflections onto them (Beta). We've also added VR scouting tools (Beta), enhanced Live Link real-time data streaming, and the ability to remotely control UE4 from an iPad or other device (Beta). Ray tracing has received numerous enhancements to improve stability and performance, and to support additional material and geometry types—including landscape geometry, instanced static meshes, procedural meshes, and Niagara sprite particles.

Unreal Engine lets you build realistic worlds without bounds. Fracture, shatter, and demolish massive-scale scenes at cinematic quality with unprecedented levels of artistic control using the new Chaos physics and destruction system. Paint stunning vistas for users to experience using runtime Virtual Texturing, non-destructive Landscape editing, and interactive Actor placement using the Foliage tool.

We have optimized systems, provided new tools, and added features to help you do more for less. Virtual Texturing reduces texture memory overhead for light maps and detailed artist-created textures, and improves rendering performance for procedural or layered materials respectively. Animation streaming enables more animations to be used by limiting the runtime memory impact to only those currently in use. Use Unreal Insights to collect, analyze, and visualize data on UE4 behavior for profiling, helping you understand engine performance from either live or pre-recorded sessions.

This release includes 192 improvements submitted by the incredible community of Unreal Engine developers on GitHub!

Be sure to check the full release announcement for more details on the release or watch the video below.

GameDev News


4. September 2019


MagicaVoxel, the cross platform completely free voxel editing application, just released a new version, 0.99.4 (and 0.99.4.1).  The release is focused heavily on adding new rendering functionality.

Details of the release(s):

  • Renderer [0.99.4.1]
    • Sky->IBL: Image Based Lighting. use ".hdr" format panorama images to light the scene.
    • Fog: add Equi-angular sampling back to reduce noises. support fogs in othogonal views in a bounding volume.
    • Media: enable Sample->TR-Shadow to allow single direct lighting; enable Sample->MIS-Cloud to allow multiple direct lighting (very expensive).
    • Color all color options have their own color pickers which support HSV, RGB, H-Block and Hex values.
    • Palette Menu right click the palette view to show the pop-up menu.
  • Renderer [0.99.4]
    • Matter->Cloud: Media material which supports multiple scattering inside volume.
    • Sample->MIS-GGX: Multiple Importance Sampling (MIS) for GGX surfaces (Metal/Plastic/Glass) for better reflection.
    • Sample->TR-Shadow: Tranlsucent Shadow which allows light passing though glass and cloud voxels. Only Glass->Attenuation can affect the light color.
    • can adjust Bounce->Diffuse/Specular/Scatter path depths separately.
    • can assign glass/cloud materials to sphere/cylinder shape voxels (for experiments only).
    • the renderer pipeline is refactored, which needs more time to improve, optimize and fix bugs.
    • some features such as fog scattering requires more researches.
    • frame drops and noises are expected.

MagicaVoxel is available here.  For the basics on getting started with MagicaVoxel check out our earlier video available here.  If you are looking for an alternative Voxel editing application check out our list available here.


GameDev News


3. September 2019


Announced a few months back at SIGRAPH, Maxon have finally released Cinema 4D Release 21.  Perhaps the biggest and most contraversial new feature of this release is the change to a single SKU, combined with a new subscription based licensing model.

Details of the announcement from Maxon:

Maxon, the leading developer of professional 3D modeling, animation and rendering solutions, today announced the availability of Cinema 4D Release 21 (R21). The next generation of the professional 3D application features a completely new Caps and Bevel system, new Field Force dynamics, interface speed enhancements, and numerous rendering, workflow and core performance improvements. With Release 21, Maxon initiates a new singular version of Cinema 4D and new low-cost subscription pricing plans to ensure easy access to creatives.


“Release 21 delivers innovations and efficiencies that extend our objective to help customers meet the shifting needs of the competitive content creation industry,” said Maxon CEO Dave McGavran. “Simplified access to Cinema 4D and low-entry pricing allow artists to focus less on budget and more on the creative process.”

You can learn more about Cinema4D r21 here with the full release notes available here.  Check out the video below to learn more about the new purchasing options and subscriptions available.

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