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2. July 2020


Allegorithmic (now Adobe) are well known for their excellent Substance Designer and Painter texturing tools have recently released a major update for Alchemist, their Quixel Mixer competitor.  The biggest new feature to Alchemist is the AI driven Image to Material, an image importing option along side the existing B2M functionality.  From the release notes, Image to Material is describe as:

Bring the outside world into your creations. For the first time, tap into the power of AI to convert a simple photograph into a full material with incredible accuracy. No need for complex and expensive photogrammetry equipment; use pictures taken on a holiday or in your backyard, in any lighting condition.

The Image to Material filter will generate a perfect albedo, as well as normal and displacement maps which closely match the original real-life surface.

The release also adds new filters, texture importing and management tools and more.  Substance Alchemist is available as part of a Substance Subscription, and there is a 30 day fully functional trial available here.  You can check out Substance Alchemist and the new features in the hands-on video below.

GameDev News Art


30. June 2020


Godot just got a new feature for the upcoming Godot 4.0 release, SDFGI, or Signed Distance Field Global Illumination.  It is described accordingly on the Godot website:

SDFGI stands for Signed Distance Field Global Illumination. It means this technique makes heavy use of Signed Distance Fields (an Euclidean distance based representation of the signed distance function of a grid) to create this lighting.

While implementation is not final, and there will probably be many improvements to quality and performance, it seems to be good enough for general use now.

I would like to thank hugely Matias Goldberg for his enormous help on this, our patrons for their continued support, and Tim Sweeney and Epic Games for their confidence in helping us finance our research via Epic Megagrant. This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games.

Now in terms of what SDFGI actually does:

SDGFI is something akin to a dynamic real-time lightmap (but it does not require unwrapping, nor does it use textures). It's enabled and it automatically works by generating global illumination for static objects. It does not require raytracing, and it runs in most current (and some years old) dedicated GPUs, even medium-end budget CPUs from some years ago (SDFGI was developed and tested on a GeForce 1060, running at a stable 60 FPS).

Light changes are real-time, meaning any change in lighting conditions will result in an immediate update. Dynamic objects are supported only for receiving light from the environment, but they don't contribute to lighting. Some degree of support is planned for this eventually, but not immediately.

In the video below, we look at traditional Global Illumination, then show an example of the new SDFGI, including a small tutorial on how to use it.  Godot creator Juan Linietsky also has a video on his channel about SDFGI should you wish to learn more.

GameDev News


29. June 2020


The open source cross platform C++ powered game engine Wicked Engine, just got raytracing and path tracing support for both DX12 and Vulkan renderers.  Available as both a low level framework for building your own game engine, or as a fully capable engine on it’s own, Wicked Engine boosts the following features:


  • DirectX 11, DirectX 12 & Vulkan renderers
  • Image rendering,animation : 2D,3D space
  • Font rendering (True Type)
  • Networking (UDP)
  • meshes,objects,armatures,animation,materials,lights,hit-spheres,wind,world info,dynamic cameras,ribbon trails,particle systems
  • 3D mesh rendering
  • Skeletal animation
  • Physically based materials
  • Animated texturing
  • Normal mapping
  • Displacement mapping
  • Parallax occlusion mapping
  • Real time planar reflections
  • Cube map reflections (static and real time)
  • Refractions (screen space, blurred)
  • Interactive Water
  • Gaussian Blur
  • Bloom
  • Edge outline
  • Motion Blur
  • Lens Flare
  • Light shafts
  • Bokeh Depth of Field
  • Chromatic aberration
  • Multithreaded rendering
  • Tessellation (silhouette smoothing, displacement mapping)
  • GPU-based particles (emit from point, mesh, animated mesh)
  • Soft particles
  • Hair particle systems (grass/vegetation)
  • Instanced rendering
  • MSAA (Forward rendering only)
  • FXAA
  • TAA (Temporal Antialiasing)
  • Supersampling
  • Deferred shading
  • Directional lights + cascaded shadow maps
  • Spotlights + shadow maps
  • Point lights + shadow cubemaps
  • Soft shadows (PCF)
  • BULLET Physics: rigid body, soft body
  • 3D Audio (Xaudio2)
  • Input: keyboard, mouse, controller (rawinput, xinput), touch
  • Controller feedback (vibration, LED)
  • Backlog: log,input,scripting
  • Gamma correct, HDR rendering
  • Resource Manager
  • Screen Space Ambient Occlusion (SSAO, HBAO, MSAO)
  • Screen Space Reflections
  • Skin shader (Subsurface scattering)
  • Stencil layering
  • Deferred decals
  • Forward decals
  • Color Grading
  • Sharpen filter
  • Eye adaption
  • Lua Scripting
  • Dynamic environment mapping
  • Impostor system
  • Tiled forward (Forward+) rendering (+2.5D culling)
  • Tiled deferred rendering
  • Occlusion culling with GPU queries
  • Texture atlas packing
  • Tiled decals
  • Area lights: Sphere, Disc, Rectangle, Tube
  • Frame Profiler
  • Voxel Global Illumination
  • Huge draw distance support with reversed Z-buffer
  • Force Fields GPU simulation
  • Particle - Depth Buffer collisions
  • Ocean simulation (FFT)
  • Translucent shadows
  • Refraction caustics
  • Local parallax-corrected environment maps
  • Volumetric light scattering
  • Smooth Particle Hydrodynamics (SPH) Fluid Simulation
  • Ray tracing, path tracing (on GPU)
  • Entity-Component System (Data oriented design)
  • Lightmap baking (with GPU path tracing)
  • Job system
  • Inverse Kinematics
  • Springs
  • Terrain Rendering (material blending)

Wicked Engine is open source under the MIT license is and is available here on GitHub.  You can learn more about Wicked Engine in the video below.

GameDev News


26. June 2020


The NeoAxis Engine just released the source code, although it’s technically not “open source” according to OSI compliant licenses.  You can now access the source code on GitHub.

Here is the license:

  • 1. When publishing your product, you must add "Made with NeoAxis Engine (www.neoaxis.com)" with the product information and in its credits.
  • 2. You can distribute the NeoAxis editor with your product. When you do it the window title of the editor must be:

    "Your project name - NeoAxis Engine 2020.3 (www.neoaxis.com)".

    Or if you made engine modification:

    "Your project name - Modified version of NeoAxis Engine 2020.3 (www.neoaxis.com)"

    This can be done by changing the value of the ModifiedVersionOfNeoAxisEngine field in the Sources\Engine\NeoAxis.Core\Utility\EngineInfo.cs file.

  • 3. You can distribute the source code of the NeoAxis Engine. In the case of publishing any part of the modified source code, for example, by means of creating a fork or other distribution method, you automatically become the contributor of the NeoAxis Engine. This means that the NeoAxis Group Ltd reserves the right to use your modified source code at its discretion, for example, to improve the original version of the NeoAxis Engine. Copyright for modified code is saved to you.

To me that certainly sounds like something an existing OSI license should cover.  You can learn more about NeoAxis making the source available in the video below.

GameDev News


26. June 2020


The Godot open source game engine just released version 3.2.2.  While primarily a maintenance release, there are several great new features including:

  • C# support for the iOS platform
  • 2D batching for the GLES2 renderer
  • re-architected Android plugin system
  • DTLS and ENET integration
  • Updated and localized documentation
  • Hundreds of bug fixes and improvements

You can read complete details of the update here, and you can download Godot 3.2.2 here (or on Steam).  If you want to learn Godot, you can check out our tutorial series available here.  You can learn more about the Godot 3.2.2 release in the video below.

GameDev News


See More Tutorials on DevGa.me!

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