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23. March 2020


Announced at Google’s virtual GDC 2020 event, CryEngine will be receiving Android support in beta form this summer.  However if you check out the beta signup page, you will notice another key mobile OS is also shown.

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More details are available on the CryEngine news page:

Crytek is pleased to announce that developers everywhere are invited to experience the power of CRYENGINE on mobile first by registering for a beta program at cryengine.com/beta. The beta program will launch later this year. CRYENGINE is the cutting-edge 3D game development platform famed for its industry-leading renderer, real-time lighting, and optimized VR support, and Crytek has partnered with Google to bring the engine to the Android ecosystem.

The technology behind CRYENGINE is platform-agnostic by design. Starting with the Android pipeline, the mobile beta program is the first step in bringing the engine that powers some of the most ambitious and beautiful games on console and PC to more mobile platforms, following the Oculus Quest launch of Crytek’s award-winning free solo rock climbing game, The Climb.

You can learn more about the upcoming mobile support in CryEngine in the video below.

GameDev News


6. January 2020


3DBuzz is one of the original online learning resources for computer graphics, programming and game development, first launching way back in 2002.  Until recently the site was completely commercial, with prices set on a per course basis or available under a monthly subscription.  They announced they will be shutting down, for the most unfortunate of reasons, and have released all of their content for free download.

Details from 3dbuzz.com:

Hello everyone,

The 3D Buzz community has been amazing and inspirational for 2 decades. However, all good things...

3D Buzz, Inc has closed its doors. Subscription and recurring payments have already been suspended. This page is our final gift to such a wonderful community. Below you will find download links to all of our available material, free of charge.

Thank you for so many years of support. You are all, truly, the best community anyone could hope for. May we see each other again somewhere in the ether...

From all of us to all of you,

Remember to always look, listen, and learn.

Goodbye, good health, and good luck.

If you visit 3DBuzz.com you may get a security warning, this seems to be linked to an invalid SSL certificate and can be ignored.  The entire content of the site add up to over 200+GB in size.  As a result, some readers over on Reddit have been working to set up torrents, so if you are interested in grabbing the entire archive of video tutorials, be sure to check out that thread.  Otherwise you can download each video one by one in zip format.

Thank you for your generous gift 3DBuzz and our condolences on your loss.

GameDev News


13. November 2019


Back at GDC 2019, Crytek surprised the world with a demonstration that showcased real-time raytracing without the need for modern RTX enabled hardware.  Today CryTek released that benchmark into the wild.  You can learn more about the benchmark here.


CryTek did an in-depth interview describing the process of creating the benchmark available here:

Crytek has released a new video demonstrating the results of a CRYENGINE research and development project. Neon Noir shows how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games. The Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing. This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.

Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE's advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.

Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.


The benchmark is available on the Crytek Marketplace and requires you to have the CryEngine launcher installed.  You can check out the benchmark running on rather antiquated hardware (at a respectable clip!) in the video below.  According to the CryEngine Roadmap we should expect to see raytracing support (with or without hardware) in CryEngine 5.7, scheduled for a Spring 2020 release.

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


16. September 2019


Amazon have released a new version of the Lumberyard game engine.  This release includes 70+ features, changes and improvements.

Highlights of the release from the Lumberyard blog:

  • We continue to add new features and make workflow improvements to Script Canvas visual scripting to save you time. In this release, Script Canvas gets greater flexibility working with dynamic types, new comment and group presets so you can define color code comments and groups, and the ability to disable nodes so you can test different graph structures more quickly. We’ve also added three new nodes for increased functionality: Repeater, Switch, and Ordered Sequencer. (A few months ago we released the Project N.E.M.O sample to help you get started with Script Canvas. Check it out here.)
  • The EMotion FX Animation Editor can now dynamically simulate physically-based secondary animation for your actors. This lightweight solver provides realistic looking motion for items like backpacks, holsters, and even long hair, as your actor moves. Using the Simulated Objects node, you can adjust an objects stiffness, gravity factor, colliders, and more.
  • Lumberyard Beta 1.21 now uses NVIDIA’s PhysX 4.1. This latest version of PhysX boasts increased performance, stability, and accuracy.
  • We’ve also refactored Lumberyard’s cross-platform architecture. We removed heavy reliance on cascading platform #ifdefs by reorganizing platform-specific code into a parallel directory hierarchy. This makes cross-platform feature development and maintenance easier and also significantly reduces the effort required to add new platforms to Lumberyard. (Note that public APIs were not changed as part of this refactor.)

You can read full details of this release in the release notes available here or by watching the video below.  The example N.E.M.O demonstrated in the video below is available here.

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