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12. February 2020

Humble are running a new bundle of interest to game developers, this one is the Humble Best of POLYGON Game Dev Bundle.  It’s a collection of 3D model packs from Synty, with projects in both Unreal and Unity formats.  As with all Humble Bundles this one is organized into tiers, where if you buy a higher dollar value tier you get all of the lower value tiers as well.

Bundle Tiers

$1 USD

  • POLYGON Prototype
  • POLYGON Adventure
  • Simple Town

$15 USD

  • POLYGON City Pack
  • POLYGON Samurai Pack
  • POLYGON Knight Pack
  • Simple People
  • Simple Dungeons

$20 USD

  • POLYGON SCI-FI City Pack
  • POLYGON  Western Pack
  • POLYGON Heist Pack
  • POLYGON Vikings Pack
  • Simple Military
  • Simple Apocalypse
  • $10 Synty Discount Code

When you purchase a Humble Bundle you decide how your money is allocated between charity, the publisher, Humble and if you choose (and thanks if you do!) to support GFS if you use this link.  Learn more about the bundle in the video below.

As with any asset purchase, it’s important to read the license if you intend to use the assets in a commercial project.  The Synty Store license for Humble is available here.  It appears the Humble license is on a per seat basis and includes just a single seat license, so if you are working with a team, you may have to purchase multiple bundles.

EDIT – Since the bundle was released, it has been updated to now include a Source Files download on Humble. 


These zip files contain model data in OBJ or FBX formats, enabling you to easily use this content in other game engines, as well as importing into DCC tools like Blender or Max for editing.

GameDev News Art

8. February 2020

Today we are checking out Voxelator, a free browser based Voxel painting application from the creator of the Pixelator application we covered earlier.  In the video below we go hands-on with Voxelator.

There are some licensing limitations to be aware of for using Voxelator:

Voxelator is a free software and you can choose which license to attach to the models you produce with it, and use them for any purpose -- commercially included (provided you did not use any external resources with limiting licenses).
With that said, you may not do the following with Voxelator:

  • You may not attempt to download its source and use it locally from your computer.
  • You may not attempt to upload Voxelator to a different domain or site.
  • You may not attempt to embed Voxelator in an external domain, using an iframe or any other technology.
  • You may not attempt to redistribute Voxelator in any way, not commercially and not for free.
  • You may not reuse Voxelator's code for any purpose.
  • You can run Voxelator on any browser supporting WebGL 2 and ECMAScript 6 support, although Chrome is the primary supported browser.  You can learn more about using Voxelator here.


    5. February 2020

    Previously we looked at OpenGL alternatives shortly after OpenGL on Apple products was deprecated.  One of the technologies we mentioned was The Forge, a cross platform rendering solution.  It is an open source cross platform rendering framework with several game development building blocks created by Confetti.

    In addition to taking are of the low level details of working with Direct3D and Vulkan, the Forge provides the following features:

    • Asynchronous Resource loading with a resource loader task system as shown in 10_PixelProjectedReflections
    • Lua Scripting System - currently used in 06_Playground to load models and textures and animate the camera
    • Animation System based on Ozz Animation System
    • Consistent Math Library based on an extended version of Vectormath with NEON intrinsics for mobile platforms
    • Extended version of EASTL
    • For loading art assets we have a modified and integrated version of Assimp
    • Consistent Memory Managament:
    • Input system with Gestures for Touch devices based on an extended version of gainput
    • Fast Entity Component System based on our internally developed ECS
    • Cross-platform FileSystem C API, supporting disk-based files, memory streams, and files in zip archives
    • UI system based on imGui with a dedicated unit test extended for touch input devices
    • Audio based on integrating SoLoud
    • Shader Translator using a superset of HLSL as the shader language. There is a Wiki page on how to use the Shader Translator
    • Various implementations of high-end Graphics Effects as shown in the unit tests below

    The Forge is open source under the Apache 2.0 license and is hosted on GitHub.  You can learn more about The Forge in the video below.

    GameDev News

    27. January 2020

    The Ursina Engine is a recently released open source Python based 3D game engine.  The Ursina Engine is built on top of the well established Panda3D game engine (learn more here).  Key features of the Ursina Engine include:

    * hotreload code/textures/models while in-game
    * automatic import of .psd and .blend files
    * play in fullscreen while developing
    * easy to use mesh class for making procedural geometry
    * lots of included procedural 3D primitives

    The Ursina Engine is available for Windows, Mac and Linux with the source code available on GitHub under the MIT license.  To get started with the Ursina Engine you need to have Python 3.6 or later installed as well as the pip package manger and git.   Once installed, simply run the command:

    pip install git+

    If you encounter a permissions error, add the –user parameter to the above line.  From the examples, here is the code required to create an application and display a grid:

    from ursina import *
    app = Ursina()
    r = 8
    for i in range(1, r):
        t = i/r
        s = 4*i
        grid = Entity(model=Grid(s,s), scale=s, color=color.color(0,0,.8,lerp(.8,0,t)), rotation_x=90, position=(-s/2, i/1000, -s/2))
        subgrid = duplicate(grid)
        subgrid.model = Grid(s*4, s*4)
        subgrid.color = color.color(0,0,.4,lerp(.8,0,t))

    You can learn more about the Ursina Engine in the video below.

    GameDev News

    15. January 2020

    The Khronos Group have just announced the release of Vulkan 1.2.  Containing 23 extensions, there are plenty of quality of life improvements for Vulkan developers in the 1.2 release including HLSL support, the new timeline sempaphore, a formal memory model and more.

    Details of the Vulkan 1.2 release:

    Today, The Khronos® Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the release of the Vulkan® 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020.

    Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Carefully selected API features are made optional to enable market-focused implementations. Many Vulkan 1.2 features were requested by developers to meet critical needs in their engines and applications, including: timeline semaphores for easily managed synchronization; a formal memory model to precisely define the semantics of synchronization and memory operations in different threads; descriptor indexing to enable reuse of descriptor layouts by multiple shaders; deeper support for shaders written in HLSL, and more.

    All three major GPU providers support Vulkan 1.2 today, as well as Mesa drivers on AMD devices.  If you are a developer looking to learn Vulkan Resources Page on GitHub is perhaps the best place to get started.  If you want to learn more about Vulkan 1.2’s release be sure to check out the video below.

    GameDev News

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