Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
13. October 2019


The Unigine Engine has existed for well over a decade and has been used heavily in the engineering, military and scientific markets as well as powering several popular benchmarking applications.  With the boom in indie game development and game engines, Unigine was rarely if ever used and most of that came down to it’s pricing.  Recently however, Unigine started offering cheaper monthly subscription options as well as a 30 day trial.

Unigine is available for Linux and Windows using OpenGL and Direct3D and can target those platforms as well as many VR headsets including the VIVE and RIFT.  Games are programmed using your choice of C++, C# and/or their own UnigineScript language.  Unigine also ships with a fully functioning editor and complete asset pipeline.

In the following video we go hands-on with the Unigine game engine, taking a look at the coding experience, editor and ecosystem available.

GameDev News


12. October 2019


Phaser 3.20 was released today.  The open source 2D game framework gains a few new features including improved Spine support, a more consistent Pixel Art game mode configuration as well as support for video playback.  Additionally the release contains several smaller new features, dozens of fixes and improvements.

Phaser is available on Phaser.io, which also includes excellent documentation as well as over 1,700 code examples to learn from.  The Phaser project is open source under the MIT license and is hosted on GitHub.

You can learn more about the 3.20 release on the Phaser Patreon page available here.  You can also learn more by watching the video available below.

GameDev News


10. October 2019


Laigter is an open source tool for Mac, Windows and Linux that enable you to create normal, parallax and specular maps for 2D sprites very easily.  This enables your 2D game to easily have a 3D effect, while also enabling more advanced lighting capabilities.  The 1.7 release contains a number of quality of life improvements such as better threading to improve UI responsiveness and auto reloading maps that have been modified externally.

Details of the release:

New Features:

  • Now Laigter auto-reloads images being modified from external program! This makes it easier for users that wanted to make the texture at the same time than the normal map. This also lets you modify custom heightmaps and specular maps externally and see results almost live! This was implemented by flamendless! (BTW, if you like indie horror games, you MUST play his game Going Home).
  • Now maps are generated in background thread, making GUI more responsive.
  • Now Laigter supports rendering multiple textures at the same time! Just Ctrl+click on the textures list, and every selected item will be rendered, and processed in real time! Note that they will be rendered at the same order they were selected. Once rendered, you can click on them in the preview widget, to move, scale, or change settings to them! You can also select multiple of them with Ctrl and modify the same setting to all of them at the same time! Check this twit if you want to see an example!

Minor Changes:

  • Updated About Dialog! This is because of new contributions and new Patreon. Thanks Lodugh! (By the way, check out Ldugh's games, they are pretty cool).
  • Changed all code language to english. Users will not notice this, but this is helpful for people that wants to contribute coding.
  • Applied clang-format to all code. Same comment than previous item.
  • Added automatic generation of qm files, and removed them from git.
  • Grayed out "Add Light" button, when preview is not selected. That button often caused confusion when not in preview, because it entered the add light mode, but nothing was visible.
  • Added a contributing guide for new developers that want to help!
  • Now "Lights per texture" option is disabled by default. This made more sense for the new multiple texture feature.
  • Added "Preview" export option to export dock, and changed the behaviour of the export preview button in toolbar. Makes more sense now. Button in toolbar will export everything being rendered (except for lights icons), and the option in the dock will export the original texture with the processing applied.

Bug Fixes:

  • Fixed casting in shaders, that caused Laigter not to work with some glsl versions.
  • Fixed bug that caused "Cut" radio button not to work on some situations.

Translations:

  • Laigter is now translated to French! thanks to Calinou!

Laigter is available here, with the source code available on GitHub under the GPLv3 license.  You can learn more about an earlier version of Laigter in our video below.

GameDev News


10. October 2019


CryTek have released version 5.6.3 of CryEngine, primarily a bug fix release.

Details from the release notes:

Animation

  • Optimized: The attached characters cache to only update when attachments change.
  • Fixed: An issue with the max view distance render node property (not being propagated through attachment hierarchies).

AI

  • Fixed: Saving the level and generating an environment probe, triggers an assertion failure (NavigationSystem.cpp L 1172) and a warning which will pop up endlessly (Editor background thread is still running) making the Editor unusable.

Audio

  • Tweaked: Updated to Wwise SDK v2019.1.4.

Core/System

  • Fixed: Work around for compiler error with rsqrt_fast in VS 2019 16.3.
  • Fixed: Compiler error with if_else_zero. if_else and if_else_zero are now overloaded to optimally use int or float version of SSE "and" intrinsic.

Default Entities

  • Fixed: Added missing include for RoomscaleCamera.

CMake

  • Fixed: Disabled Oculus VR plugin when using VS2019 16.3.0 (due to compilation issue)
  • Tweaked: Fix Oculus VR plugin version check and comments.

Core Systems

  • Tweaked: Build error when using MSVCs Edit And Continue feature.

Graphics and Rendering

  • Optimized: (Particles) Removed ILINE on huge SNoise and other functions.

Sandbox

  • Fixed: (EE): Unable to switch between presets open in two docked EE instances.

Plugins and Projects

  • Fixed: The player entity is not correctly spawned when loading subsequent levels in the Sandbox.

The 5.6.3 release also has some know issues to be aware of:

  • Oculus VR Plugin cannot be compiled with Visual Studio 2019 v16.3.0.
  • Starting a C++ Plugin only project in Editor/Game Launcher causes a crash.
  • Drag and dropping brushes or entities with children into another layer crashes the Editor.
  • Turning on the "Ambient" light option for the Point Light entity component triggers asserts and sometimes causes crashes.


If you are interested in learning more about CryEngine 5.6 in general, be sure to watch the video below.  The update is available in the CryEngine launcher.

GameDev News


9. October 2019


GGPO, or Good Game Peace Out, is a middleware network implementation of rollback networking, commonly used in fighting games.  Yesterday the developer Tony Cannon (@Pond3r) released the following tweet:

image

Under the MIT license you are free to use GGPO in your game or game engine with very few conditions and no attribution required(although it is appreciated).  GGPO is described on GitHub as:

Traditional techniques account for network transmission time by adding delay to a players input, resulting in a sluggish, laggy game-feel. Rollback networking uses input prediction and speculative execution to send player inputs to the game immediately, providing the illusion of a zero-latency network. Using rollback, the same timings, reactions visual and audio queues, and muscle memory your players build up playing offline translate directly online. The GGPO networking SDK is designed to make incorporating rollback networking into new and existing games as easy as possible.

For more information about the history of GGPO, check out http://ggpo.net/

GGPO has been used in several fighting games, including(from Wikipedia):

  • Final Fight: Double Impact
  • Dragon Ball: Zenkai Battle
  • Street Fighter III: 3rd Strike Online Edition
  • Skullgirls
  • Marvel vs. Capcom Origins
  • Darkstalkers Resurrection
  • Dungeons & Dragons: Chronicles of Mystara
  • Divekick
  • Killer Instinct
  • Lethal League
  • Brawlhalla
  • Rising Thunder
  • Pocket Rumble
  • Injustice 2
  • Fantasy Strike
  • Them's Fightin' Herds
  • Omen of Sorrow

Learn more in the video below.

GameDev News


AppGameKit Studio

See More Tutorials on DevGa.me!

Month List