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27. April 2020

There is a new Humble Bundle available today of interest to game developers, specifically C# programmers. It is the C# & .NET CORE Humble Bundle by Packt Press, a collection of e-books and training videos around the subjects of C#, .NET Core, Azure and more.

As with all Humble Bundles, this one is split into tiers:

1$ Tier

· Hands-On Mobile Development with .NET Core

· Modernize ASP.NET Web Apps with Azure App Services

· Hands-On Network Programming with C# and .NET Core

· C# 8 Programming in 4 Hours (VIDEO)

· C# 8 and .NET Core 3.0 New Features (VIDEO)

8$ Tier

· Beginning ASP.NET Core 3.0

· C# 8 and .NET Core 3.0 (VIDEO)

· Hands-On Object-Oriented Programming with C#

· Hands-On Design Patterns with C# and .NET Core

· Learn Modern App Development with C# 8 and .NET Core 3.0 (VIDEO)

· Programming in C#: Exam 70-483(MCSD) Guide

· Hands-On Software Architecture with C# 8 and .NET Core 3

· Hands-On Parallel Programming with C# 8 and .NET Core 3

15$ Tier

· ASP.NET Core 3 and React

· ASP.NET Core 3 and Angular 9

· Hands-On RESTful Web Services with ASP.NET Core 3

· C# 8 and .NET Core 3 Projects using Azure

· Hands-On Domain-Driven Design with .NET Core

· Build a Real-World App with ASP.NET Core MVC

· Hands-On Web Development with ASP.NET and Angular 7

· C# and .NET Core 3.0

Buying a higher dollar value tier gets you all of the items in the lower priced tiers. As with all Humble Bundles, you decide how your money is allocated, choosing between charity, the publisher, Humble or if you so choose (and thanks if you do!) to support GFS purchasing using this link. You can learn more about the bundle in the video below.

GameDev News Programming

27. April 2020

The long running open source C++ framework Ogre just released Ogre 2.1 Baldur.  Performance optimizations, a new compositor and shading system and more top the list of features.

Highlight features from the release announcement:

  • Hlms (High Level Material System) to generate shaders automatically. Replaces RTSS and manual shaders
  • PBS – Physically Based Shading
  • New Compositor. More flexible, faster and powerful
  • Refactored Ogre 1.x to increase performance by several factors; using cache friendly techniques (Data Oriented Design), SIMD instructions, AZDO (Approaching Zero Driver Overhead), auto instancing, and multithreading
  • Windows Vista/7/8/10 support, macOS via Metal and OpenGL, iOS via Metal, Linux via OpenGL
  • Many new features: Area lights, Parallax Corrected Cubemaps, Forward Clustered lights, HDR, Exponential Shadowmaps and more

Ogre is open source under the MIT license and available here on GitHub.  Learn more about Ogre and the 2.1 release in the video below.

GameDev News

25. April 2020

There have been several minor stories in the world of game development. Too small to be covered on their own, but significant enough to be covered in this summary.

This week’s game development announcements include:

Xenko Game Engine Now Called Stride

The Xenko open source game engine has just been renamed to Stride. This was due to Trademark issues with previous Xenko owners Silicon Studios. In addition to the Stride rename, we have been told to expect Xenko… er, Stride 4.0 shortly. You can learn more about Xenko/Stride here.

Corona Game Engine Now Called Solar2D

Another open source game engine, Corona from Corona Labs, has just been renamed to Solar2D. This name change is for obvious and unfortunate reasons. Additionally, they announced progress on their migration to a completely open source project. Learn more about the open sourcing of Corona/Solar2D here.

Godot Sizzle Reels Released

Godot have just released their showreel for 2020. In fact they just released 2, one for Desktop/Console and one for Mobile. Compiled from over 200 submissions, they highlight games in development using the Godot game engine.

GFS Discord Launched

Upon hitting 100K subscribers, we just launched the GameFromScratch official discord, and we have already got a community of 2K+ like minded game developers. Come join in the fun with this invite link. We have cake.

Learn more about all these stories in the video below. Also let me know what you think of this compilation format for minor game development news?

GameDev News

24. April 2020

Beef is an in development programming language designed specifically for games and similar performance critical applications.  This comment from Hacker News best sums up the intentions of the BEEF language:

Author here. I'm the engineering co-founder of PopCap Games. I left PopCap after the EA acquisition, and I've been working on this project mostly full-time for the last five years.

Before Beef, I was developing game code in C# and engine code in C++ and I felt C# was just much more pleasant to work with - faster compile times, better IDE tooling, better errors, etc. Then it struck me that none of the things I liked about C# really had anything to do with the JIT or the GC, and it may be possible to create a "best of" merging between C# and C++.

I know there are other "C replacement" contenders out there - the differences are probably best explained through Beef's specific design goals listed at

Beef consists of a complete compiler tool chain built on an LLVM backend, as well as a full IDE with modern features such as refactoring and code completion as well as a complete debugger and profiler.  It is available as a small (>100MB) download for Windows, or can be built from sources on Mac and Linux environments.

The Beef homepage is available here.

The Beef documentation is available here.

The move recent versions release notes are available here.

You can learn more about the Beef language and see the IDE in action in the video below.

GameDev News Programming

23. April 2020

The Machinery by Our Machinery  is a new game engine, currently in beta, by some of the creators of the Stingray/BitSquid game engine.  It follows many of the same design prinicipals, being data driven, light weight and extended via a simple C interface.  The Machinery is designed from day one to be a framework for creation of your own tools and features, essentially a game engine construction kit.

The Machinery is described as such:

A toolbox of building blocks

The Machinery is completely plugin-based. You can pick and choose the parts you need to customize it to your specific needs. You can extend the engine, and the editor, by writing your own plugins. You can even build completely new applications on top of our API, or embed our code into your existing applications or workflows.

Powerful editing model

The Machinery uses a powerful data model to represent edited assets. This model has built-in support for serialization, streaming, copy/paste, drag-and-drop as well as unlimited undo/redo. It supports an advanced hierarchical prefab model for making derivative object instances and propagating changes. It even has full support for real-time collaboration. Multiple people can work together in the same game project, Google Docs-style.

Since all of these features are built into the data model itself, your custom, game-specific data will get them automatically, without you having to write a line of code.

Easy to build tools

The Machinery uses an in-house, lightweight IMGUI framework that sits directly on top of our rendering system. The same UI system is used both by the editor and the runtime, making it possible to run the full editor UI inside a game or in VR. With The Machinery you no longer need watertight boundaries between the editor and the runtime, editing can be done inside the game itself, if you so like.

Using our drawing primitives, it is easy to create custom UI controls. And everything has been heavily optimized to feel snappy and responsive. In fact, the entire editor UI is rendered with just a single draw call.

Modern rendering architecture

The renderer has been designed to take full advantage of modern explicit graphic APIs like Vulkan, DX12 and Metal 2. You can reason explicitly about advanced setups such as multiple GPUs and GPU execution queues. Similar to the rest of the engine, the built-in rendering pipeline is easy to tweak and extend.

High performance

All the code in the engine is built based on data-oriented design principles. We focus on data flows and cache friendly memory layouts. All performance critical code is written to run as jobs, taking full advantage of the parallel processing power of modern CPUs.


The Machinery explicitly aims to be simple, minimalistic and easy to understand. In short, we want to be “hackable”. All our code is written in plain C, a significantly simpler language than modern C++. The entire code base compiles in less than a minute and we support hot-reloading of DLLs, allowing for fast iteration cycles.

Our APIs are exposed as C interfaces, which means they can easily be used from C, C++, D or any other language that has a FFI for calling into C code.

The Machinery is currently in invite only beta, write to them for access.  Or you can check out an early build of The Machinery in action in the video below.

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