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22. February 2016

 

Today Xamarin announced the release of SkiaSharp, available now on Github.  SkiaSharp is based on Google’s Skia library.  The library was released under the MIT source license.

 

From the release:

Today we’re launching SkiaSharp, a cross-platform, high-performance 2D API for .NET developers available across mobile, desktops, and servers.

SkiaSharp provides a powerful C# API for doing 2D graphics powered by Google’s Skia library, the same library that powers Google Chrome, Firefox, and Android’s graphic stacks.

SkiaSharp ships conveniently as a cross-platform NuGet package, and supports the following platforms out of the box: MacOS X, Android and iOS with Mono, and the Windows Desktop with .NET. As NuGet evolves, we’ll offer this for .NET Core and assorted Linux distributions (In the meantime, if you need it now, you can build SkiaSharp yourself).

Why We Chose Skia

While Mono has supported System.Drawing for a while, and we built a CoreGraphics-powered version for Mac/iOS, it has never been a pixel-perfect match for the original .NET implementation of System.Drawing. Mono.Cairo is also generally available, but has some limitations that are difficult to work around.

Skia gives us the same graphics output across all platforms, is actively maintained, and offers great features not found elsewhere, like filters and hardware accelerated graphics.

GameDev News


3. February 2016

 

The release schedule seems to be really picking up on the Shiva engine.  Last year was months of silence with very few releases, while this release comes just under 2 months since the prior release.  Shiva is a C# based game engine with a WYSIWYG world editor.  Now in the 5th release of Beta 2, this release adds two new modules as well as several bug fixes and changes.

 

Details from the release:

New Modules

The focus of ShiVa 2.0 Beta 5 are the new HUD and Font modules, which means you are now able to open, edit, or create new 2D User Interfaces within ShiVa 2.0. Apart from the cleaner organization ofMosque11 the panels, the new HUD editor also has a very nice new trick up its sleeve. You can now click a new button that allows you to preview HUD actions right within the module, without loading your actual game. This can be a huge time saver, especially if your newly designed HUD only comes up in certain gameplay situations a few hours into the game. You can also test the interaction with the buttons, sliders, checkboxes etc. and trigger their events. When Play is enabled, you can also execute actions from HUD outliner: Simply right-click on an action, then choose "Run". If the action has to call an argument, a dialog box will pop up and ask for values.
You can even test AIModel interaction: If you send an action to an AI, the editor will report it by telling you "should send AI message: yourvalue".

Engine Fixes

Sound on tvOS is back. We are sorry for including the wrong engine in beta 4, but this new version should fix the audio issues most of you were experiencing. Touch on WinRT Mobile has also been fixed. Some developers were reporting errors in certain screen corners, those problems should be solved. CYGWIN for BlackBerry and Android compilation on Windows is back too. Although we still recommend compiling those platforms on OSX or Linux where cygwin is not required. Cleaning up the new rendering pipeline continues as well. Especially VR developers will be happy to hear that a shader compilation bug has been fixed that was holding them up.

You can learn more about ShivaEngine on their website.

GameDev News


30. January 2016

 

NeoAxis, a C# based game engine with a rich tool suite including a full map editor, just released version 3.4.  A somewhat minimal release in anticipation of version 4.

Features from the release:

  • Updated tools skin.
  • Latest PhysX 3.3.4. Works faster and is more stable. Good character physics, improved car physics, fixed terrain problems.
  • OS X support has been improved. New Mono Runtime 4.2.1 with new Generational GC (SGen) support. OS X 10.8 now is the minimal supported system.
  • Sound backend has been improved. OpenAL Soft updated up to 1.17.2. Internal SSE optimizations.
  • All example maps have been updated.
  • Better object selection algorithms in Map Editor. It's now easier to select zones, portals and other volumes.
  • Post processing: Color correction lookup table support.
  • Exporters: support of the latest Autodesk 3ds Max 2016 and Maya 2016. Ability to install exporter for yet unpublished versions of 3ds Max and Maya (2017+) added.
  • Exporters: Ability to install exporters to a specified folder.
  • File system: The ability to load archives during simulation. As example to use it for downloadable content.
  • Map Editor: Ability to open the type of selected object in Resource Editor. Use context menu.
  • MapCamera: Ability to set orthographic camera.
  • Web Browser Control: You can now configure a local HTML start file. Zooming and mip maps generation for in-game 3D GUI.
  • Bug fix: Native memory manager: Crash Memory_AllocAligned on 64-bit applications.
  • Bug fix: Exporters: Unable to override material in some cases.

GameDev News


22. January 2016

 

This news came to me from cra0zy on Twitter and it’s a bit of a bummer.  OpenTK, a popular set of OpenGL bindings for .NET languages is currently dead.  The original founder walked away from the project and the guy that has been maintaining the project for the last several months posted this message to Github.

 

Notice

@frassle (current maintainer) is stepping away from this project. The project owner is not around to give direction, and I don't have access to the website, nuget account, travis account or most permissions on the github account. I can't push this project forward.

As I'm the only one whos maintained this repo for the last 6 months with my absence pull requests and issues will probably stay unresolved. I'd suggest developer look to other projects like MonoGame or SDL2#.

As this is a large project used by many people I thought it best to add this notice before signing off.

 

So basically nobody has full access to the project anymore and the guy that has been keeping the project on life support just quit.  The line “look to other projects like MonoGame” is an interesting one, as I am pretty certain Monogame itself is dependent on OpenTK.

 

At the end of the day it may not be all that big of a deal.  Obviously all of the source code is still out there if someone else wants to pick up the torch and run with it.  Additionally, with Vulkan “coming soon”, I can’t imagine there will be a great deal of changes in the world of OpenGL in the future.

GameDev News


15. January 2016

 

An update for the Xenko (previously Paradox) game engine was released today.  Relatively minor, mostly a fix release.  Details from the release:

Async Debugging

There were some problems debugging async functions due to a problem in Mono.Cecil. We fixed that!

Now, you’ll be able to look at local variables of any async functions. Also, the usage of the namespace in the watch panel is implicit and you can step over any await calls just normally.

Windows 10 Certification

We fixed several small issues preventing Windows 10 apps created with Xenko from being compatible with Store certification.

Now you can submit your awesome apps/games to the Windows Store. Can’t wait to see your creations!

Skybox Compilation

Skybox compilation required a DX11 GPU (compute shaders) preventing some of you from using it.

We moved to a pixel shader version to ensure GameStudio works fine with older GPUs as well.

List of other improvements made

  • Fixed issues with displayed values of rotations changing after validation
  • You are now able to easily edit the 3 components of a vector simultaneously using the lock icon.
  • The convex hull generation is now working along with the new Skeleton Asset.
  • The Connection Router iOS script required to compile shaders on iOS devices has been fixed.
  • Added support for proper resizing in Windows Universal Apps.
  • Added support for OpenGLES devices that do not support packed depth-stencil-formats
  • Added the missing XenkoDefaultFont required by the profiler system.

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