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19. September 2018


Tiled, the open source 2D map editor, just released version 1.2.  This release has several key new features including multi layer selection, multi map world view, improved object and polygon editing tools, as well as several smaller fixes and improvements.  Be aware that Tiled made changes to simplify the JSON export format, which may have broken support for several game engines importer.  If you are interested in learning more about Tiled, be sure to check out our complete tutorial series.


Full changelog from the release notes:

  • Added multi-layer selection, including multi-layer tile layer editing
  • Added support for multi-map worlds (#1669)
  • Added ability to extend existing polylines (with Ketan Gupta, #1683)
  • Added option to highlight the hovered object (#1190)
  • Added news from website to the status bar (#1898)
  • Added option to show object labels for hovered objects
  • Added option to embed tilesets on export (#1850)
  • Added option to detach templates on export (#1850)
  • Added option to resolve object types and properties on export (#1850)
  • Added Escape for switching to the Select Objects tool and for clearing the selection
  • Added Escape to cancel the current action in all object layer tools
  • Added double-click on polygon objects to switch to Edit Polygons tool
  • Added interaction with segments for polygons, for selection and dragging
  • Added double-clicking a polygon segment for inserting a new point at that location
  • Added action to lock/unlock all other layers (by kralle333, #1883)
  • Added --export-tileset command line argument (by Josh Bramlett, #1872)
  • Added unique persistent layer IDs (#1892)
  • Added ‘version’ and ‘tiledversion’ to external tileset files
  • Added full paths to Recent Files menu as tool tips (by Gauthier Billot, #1992)
  • Create Object Tools: Show preview already on hover (#537)
  • Objects view: Only center view on object on press or activation
  • Objects view: When clicking a layer, make it the current one (by kralle333, #1931)
  • Unified the Create Polygon and Create Polyline tools
  • JSON plugin: Made the JSON format easier to parse (by saeedakhter, #1868)
  • Tile Collision Editor: Allowed using object templates
  • Templates view: Don’t allow hiding the template object
  • Python plugin: Updated to Python 3 (by Samuli Tuomola)
  • Python plugin: Fixed startup messages not appearing in debug console
  • Python plugin: Fixed file change watching for main script files
  • Lua plugin: Include properties from templates (#1901)
  • Lua plugin: Include tileset column count in export (by Matt Drollette, #1969)
  • tBIN plugin: Don’t ignore objects that aren’t perfectly aligned (#1985)
  • tBIN plugin: Fixed “Unsupported property type” error for newly added float properties
  • Automapping: Report error when no output layers are found
  • AutoMapping: Changed matching outside of map boundaries and added ‘MatchOutsideMap’ option
  • Linux: Modernized the appstream file (by Patrick Griffis)
  • libtiled: Allow qrc-based tileset images (#1947)
  • libtiled-java: Fixed loading maps with multiple external tilesets
  • Make Ctrl+Q work for quitting also on Windows (#1998)
  • Fixed performance issue when deleting many objects (#1972)
  • Fixed randomizing of terrain, Wang tiles and stamp variations (#1949)
  • Fixed tilesets getting added to maps when they shouldn’t be (#2002)
  • Fixed issue with default font size in combination with custom family (#1994)
  • Fixed the tile grid to render below labels, handles and selection indicators
  • Fixed confirming overwrite when exporting a tileset
  • Fixed reading of infinite maps that don’t use chunked layer data
  • Updated Bulgarian, Dutch, French, German, Norwegian Bokmål, Portuguese (Portugal) and Turkish translations

You can download Tiled right here.  If you are unfamiliar with Tiled, check it out in action in the video embedded below.

GameDev News


21. August 2018


Valve just announced the release of Photon on GitHub.  Photon is a custom version of the WINE translation layer, that has been optimized to better support games, including native support for all of the game controllers that Steam currently supports, as well as a translation layer enabling you to play D3D 11/12 games on Vulkan.

Details from the release announcement:

  • Windows games with no Linux version currently available can now be installed and run directly from the Linux Steam client, complete with native Steamworks and OpenVR support.
  • DirectX 11 and 12 implementations are now based on Vulkan, resulting in improved game compatibility and reduced performance impact.
  • Fullscreen support has been improved: fullscreen games will be seamlessly stretched to the desired display without interfering with the native monitor resolution or requiring the use of a virtual desktop.
  • Improved game controller support: games will automatically recognize all controllers supported by Steam. Expect more out-of-the-box controller compatibility than even the original version of the game.
  • Performance for multi-threaded games has been greatly improved compared to vanilla Wine.

Proton is built around the following technologies (and more):

  • vkd3d[source.winehq.org], the Direct3D 12 implementation based on Vulkan
  • The OpenVR and Steamworks native API bridges
  • Many wined3d performance and functionality fixes for Direct3D 9 and Direct3D 11
  • Overhauled fullscreen and gamepad support
  • The "esync[github.com]" patchset, for multi-threaded performance improvements


Although Proton works on Mac, Steam Play is currently only supported on Linux machines.  Initially there is only a subset of games supported officially, with the ability to request whitelisting for other games coming soon.  Eventually this technology will hopefully enable you to run the majority of your Windows games directly in Linux from the Steam client.  It will be interesting to see what this support does to Linux development support in general… is it a good thing, or bad thing, for Linux platform adoption?

GameDev News


21. June 2018


Once again, Steam’s annual summer sale is upon us, and of course loads of software of interest for game developers are on offer.  This guide highlights some of the items on sale.  Many of these programs we’ve covered in the pass.  In those cases, click the Learn More link to… learn more.



GameDev News


20. April 2018


Dust3D is a new application unlike any other 3D modeller I’ve used.  It’s free, open source, runs on Mac and Windows, with Linux support possible if you compile it yourself.  What makes it unique however is it’s approach to modelling.  Essentially you model by create a series of circles along two axis, which act as loft points for the generated mesh.  Really it’s one of those things you need to see in action to understand… thankfully I’ve made this video showing exactly that.



Dust is certainly not for creating highly detailed 3D models, instead it’s more useful for rapidly creating base meshes, which can then be exported in OBJ format and sculpting/refined in other 3D modelling applications.

Art


17. April 2018


Foundry, the makers of Mara and Modo among other CG applications, have just released Kanova in early access on Steam.  Kanova is a 3D sculpting application in the same vein as Mudbox and ZBrush, although designed for a VR workflow.  Using your Oculus Rift or HTC Vive headset you can model in 3D like working with virtual clay.  Don’t worry desktop users, VR is not required to use Kanova.  The nicest part is, Kanova is also currently free as part of the early access release!


Details of the new application from Steam:

Kanova is a simple, easy to use, VR enabled, 3D sculpting application. It uses the patented 3D Adaptive Distance Field (ADF) technology developed by Foundry. Unlike other tools on the market, Kanova can be used in pure VR form, for creative exploration, or as a hybrid/VR desktop application. Artists can further refine and develop creations by exporting to Foundry's 3D content creation platform, Modo and Modo indie.
Sculpting in VR completely changes artists typically approach creating 3D objects. Freeing them from learning technical tools and terminology and allowing them to intuitively sculpt 3D objects in a natural fashion. The simplified nature of Kanova's interaction means that it appeals to first time users to 3D as well as seasoned artists and industry professionals, giving each a unique tool from which to create 3D artwork.
Feature highlights include:

  • Editing scenes using Kanova in desktop mode and within the VR environment
  • Selecting different modeling tools
  • Creating multiple layers
  • Sculpting and painting in color
  • Exporting to Sketchfab format


The Kanova User Guide provides details on the features available and how to access them using the Kanova desktop application and from within the VR environment.


I went hands on with Kanova in this video, also embedded below.  While early in development, it’s an application that holds a heck of a lot of potential.

Art


See More Tutorials on DevGa.me!

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