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8. July 2016

 

Mesa is a key component of OpenGL support on open source platforms and just announced release 12.0.0.  Major features of this release are Vulkan drivers for Intel chipsets, OpenGL 4.3 support on modern GPUs, OpenGL ES 3.1 support and more.

The 12.0.0 announcement from the Mesa developer mailing list:

It's a real honour to announce Mesa 12.0.0.

This release has massive amount of features, but without a doubt the biggest
ones are:
 - Vulkan driver for Intel hardware from Ivy Bridge onward.
 - OpenGL 4.3 for nvc0, radeonsi and i965 (Gen8+)
 - OpenGL ES 3.1 on nvc0 and radeonsi
 - GLVND support for GLX, OpenGL
 - New gallium software driver - SWR.
 - DRI3 enablement for VDPAU, OMX and VAAPI

Note:
 - Gallium radeon drivers (r300, r600 and radeonsi) now require kernel 3.2 and
LLVM 3.6 or later.
 - Building SWR requires python2, since some of the generated files cannot be
distributed as part of the release tarball.

GameDev News


2. June 2016

 

GLFW, a library providing cross platform window and input handling functionality for OpenGL, OpenGL ES and now Vulkan applications, just released version 3.2.  The aforementioned Vulkan support is probably the biggest new feature in this release, however this release contains several new features.

From the complete change log:

  • Added glfwVulkanSupported, glfwGetRequiredInstanceExtensions, glfwGetInstanceProcAddress,glfwGetPhysicalDevicePresentationSupport and glfwCreateWindowSurface for platform independent Vulkan support
  • Added glfwSetWindowMonitor for switching between windowed and full screen modes and updating the monitor and desired video mode of full screen windows
  • Added glfwMaximizeWindow and GLFW_MAXIMIZED for window maximization
  • Added glfwFocusWindow for giving windows input focus
  • Added glfwSetWindowSizeLimits and glfwSetWindowAspectRatio for setting absolute and relative window size limits
  • Added glfwGetKeyName for querying the layout-specific name of printable keys
  • Added glfwWaitEventsTimeout for waiting for events for a set amount of time
  • Added glfwSetWindowIcon for setting the icon of a window
  • Added glfwGetTimerValue and glfwGetTimerFrequency for raw timer access
  • Added glfwSetJoystickCallback and GLFWjoystickfun for joystick connection and disconnection events
  • Added GLFW_NO_API for creating window without contexts
  • Added GLFW_INCLUDE_VULKAN for including the Vulkan header
  • Added GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API and GLFW_EGL_CONTEXT_API for run-time context creation API selection
  • Added GLFW_CONTEXT_NO_ERROR context hint for GL_KHR_no_error support
  • Added GLFW_TRUE and GLFW_FALSE as client API independent boolean values
  • Added icons to examples on Windows and OS X
  • Relaxed rules for native access header macros
  • Removed dependency on external OpenGL or OpenGL ES headers
  • Removed _GLFW_USE_OPENGL, _GLFW_USE_GLESV1, _GLFW_USE_GLESV2, _GLFW_WGL, _GLFW_NSGL, _GLFW_GLX and _GLFW_EGLconfiguration macros
  • [Win32] Added support for Windows 8.1 per-monitor DPI
  • [Win32] Replaced winmm with XInput and DirectInput for joystick input
  • [Win32] Bugfix: Window creation would segfault if video mode setting required the system to be restarted
  • [Win32] Bugfix: MinGW import library lacked the lib prefix
  • [Win32] Bugfix: Monitor connection and disconnection events were not reported when no windows existed
  • [Win32] Bugfix: Activating or deactivating displays in software did not trigger monitor callback
  • [Win32] Bugfix: No monitors were listed on headless and VMware guest systems
  • [Win32] Bugfix: Pressing Ctrl+Pause would report GLFW_KEY_UNKNOWN
  • [Win32] Bugfix: Window size events would be reported in wrong order when restoring a full screen window
  • [Cocoa] Made joystick polling more efficient
  • [Cocoa] Removed support for OS X 10.6
  • [Cocoa] Bugfix: Full screen windows on secondary monitors were mispositioned
  • [Cocoa] Bugfix: Connecting a joystick that reports no name would segfault
  • [Cocoa] Bugfix: Modifier flags cache was not updated when window became key
  • [Cocoa] Bugfix: Dead key character composition did not work
  • [Cocoa] Bugfix: The CGL context was not released until the autorelease pool was drained by another function
  • [X11] Bugfix: Monitor connection and disconnection events were not reported
  • [X11] Bugfix: Decoding of UTF-8 text from XIM could continue past the end
  • [X11] Bugfix: An XKB structure was leaked during glfwInit
  • [X11] Bugfix: XInput2 XI_Motion events interfered with the Steam overlay
  • [POSIX] Bugfix: An unrelated TLS key could be deleted by glfwTerminate
  • [Linux] Made joystick polling more efficient
  • [WGL] Changed extension loading to only be performed once
  • [WGL] Removed dependency on external WGL headers
  • [GLX] Added glfwGetGLXWindow to query the GLXWindow of a window
  • [GLX] Replaced legacy drawable with GLXWindow
  • [GLX] Removed dependency on external GLX headers
  • [GLX] Bugfix: NetBSD does not provide libGL.so.1
  • [EGL] Added _GLFW_USE_EGLPLATFORM_H configuration macro for controlling whether to use an existing EGL/eglplatform.hheader
  • [EGL] Added and documented test for if the context is current on the calling thread during buffer swap
  • [EGL] Removed dependency on external EGL headers

GameDev News


16. May 2016

 

MakeHuman 1.1 was just released today.  This marks the first release to Make Human in nearly two years and adds major new functionality such as a new pose system and completely new and more game friendly skeleton support.  MakeHuman started life as a Blender plugin but was since spun off into a stand alone application.  It enables people to quickly and easily create fully rigged and textured human models.  Oh and it’s complete free and released under the CC0 Creative Commons open source license, perhaps the most liberal license in existence.

 

image

Major components of this release include:

  • Many bug fixes and stability fixes
  • Many targets improved and minor modeling corrections
  • Completely new skeleton and posing system, with support for pose loading from BVH, and support for custom weight and proxies
  • New pose system with auto-rigging, support for T-pose export, and initial support for special poses like high heel shoes
  • New skin library with age variation
  • New expression system now based on a face bone rig, including a library with facial expressions.
  • Improved topologies/proxies
  • FBX export now supports binary FBX and should work for most third-part applications which support FBX

 

 

You can read the full release notes here.

 

You can watch a video of MakeHuman in action below.

GameDev News Art


20. April 2016

 

One of the advantages to moving to a subscription model is we now see continuous project improvement instead of a massive dump of features every couple of years.  Maya has taken the approach of extending via the extensions releases.   They just released the second set of extensions for Maya 2016.

New features include:

  • a new render setup system enabling artists to group and configure objects as they prefer
  • new animation blend shape system with updated UI
  • new tools for creation of blend shapes
  • new post space deformation system (PSD) enable sculpted changes on a per pose basis
  • new quick rig system via HumanIK
  • new xgen system for hair creation
  • added motion graphics toolset, procedural geometry system

 

For a comprehensive demonstration of new UV and modelling changes watch the following (extremely quite...) video:

 

You can read more about this release here.

Art GameDev News


19. April 2016

 

In slightly head scratching news, immediately following the release of 3ds Max 2017 which among other things included a new renderer, Autodesk have acquired Solid Angle and their Arnold rendering technology.  So what exactly is Arnold?

Arnold is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects. Originally co-developed withSony Pictures Imageworks and now their main renderer, Arnold is used at over 300 studios worldwide including ILM, Framestore, MPC, The Mill and Digic Pictures. Arnold was the primary renderer on dozens of films from Monster House and Cloudy with a Chance of Meatballs to Pacific Rim and Gravity. It is available as a standalone renderer on Linux, Windows and Mac OS X, with plug-ins for Maya, Softimage, Houdini, Cinema 4D and Katana.

Now the announcement:

Big news today! We are proud and excited to let you know that our team at Solid Angle has made a move that expands in a big way our capacity to keep pushing rendering forward. We’ve joined Autodesk! We are now part of the passionate Media & Entertainment team that includes Maya, Shotgun and RV, working to help artists create beautiful animation and VFX faster and easier across platforms and pipelines.

The full story is here but we want to call out the most important things directly.

First, what you love about Arnold isn’t going to change. The Solid Angle team is still leading and driving Arnold’s technology direction, development and support. We have not handed Arnold over – we have joined Autodesk to keep moving it forward at the speed you know and expect, working closely with you as always. We are still here to help you with licensing, sales and support.

Second, development of Arnold plug-ins for Katana, Cinema4D, Houdini and Softimage – and other software will absolutely continue. Openness is everyone’s goal.

 

So... how long does everyone figure Arnold will continue to be made available for Cinema4D and Houdini?  Unless of course Autodesk buys them too.

GameDev News


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