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21. June 2019


After almost a year of silence, WaveEngine 3.0 preview has just been released.  WaveEngine is a cross platform C# powered ECS based 3D game engine that is completely free to use.  Sporting a new renderer and a sporting a completely new editor, WaveEngine 3.0 preview is still quite an early release.  We did a hands-on Closer Look review at a previous version of WaveEngine 3.0 for a good basis in how WaveEngine programming works.

Highlight details of the 3.0 preview release:

  • New launcher and update system
  • New WaveEditor
    • Effects Viewer
    • Materials Viewer
    • Render Layer Viewer
    • Sampler Viewer
    • Textures Viewer
    • Model Viewer
    • Audio Viewer
    • Scene Viewer
  • New Effect Editor
  • XR Ready
  • Single Pass (Instanced) Stereo Rendering
  • New extensible Render Pipeline
  • New life cycle for entities
  • New web project support
  • New serialization system based on YAML
  • New HoloLens 2.0 support

You can learn more and download the 3.0 preview release right here.  Keep in mind WaveEngine 3.0 is nowhere near ready for production use, with only a limited subset of platforms and features available.  Check out WaveEngine in action in the video below.

GameDev News


19. June 2019


Amazon have just released beta 1.19 of their game engine Lumberyard.  Sharing a common code base with CryEngine, CryTek and Amazon have taken their game engines in very different directions the last few years.  Lumberyard is free to use, so long as you host your own multiplayer services or use Amazon technologies.

The 1.19 release brings over 150 improvements, but there are two highlight features:

  • New Dynamic Vegetation System. Procedurally generate a diverse and detailed biome in minutes instead of manually placing and painting in vegetation. Lumberyard’s new vegetation components support a wide range of artistic expressions and fine-grained control over the scale, density, and distribution in your biomes. You can also improve runtime performance by configuring segments of vegetation to be placed or removed at runtime based on player location and gameplay events.
  • Major updates to Script Canvas. Create even more dynamic behaviors and gameplay without having to code or rely on expert engineers. We’ve made major improvements to Script Canvas, introducing support for containers such as arrays and maps, new Script Events that enable you to send events between graphs and scripts, and new graph validation and debugger features so you can find, diagnose, and fix invalid graphs more quickly. We’ve also made workflow improvements to make it even easier add, configure, and organize nodes in your graphs.

View the full release notes for complete details of this release.  Check out the video below to see the new vegetation system and script canvas improvements in action.  Lumberyard is available for download here, be aware however if you zoom the web page in, the download link goes away…  not the best UX there.

GameDev News


17. June 2019


The nCine Engine is a C++ powered, open source MIT licensed 2D game engine that has been under development for over 7 years.  It is a lower level code based framework, although it does support Lua scripting out of the box.  The engine also integrates the ImGui framework making creating tools and UIs a breeze.  The nCine engine works on Windows, Linux, Mac and Android.

Highlighted features include:

  • ImGui debug overlay and profilers
  • Lua integration for scripting
  • OPenGL 3.3/OpenGL ES 3.0
  • Spritesheet based animated sprites
  • Scengraph based transformations
  • Particle simulation with affectors
  • Sound and music playback
  • Text rendering with kerning
  • Support for multiple texture formats
  • Profiler graphs and statistics
  • Works on multiple platforms
  • Template containers and algorithms
  • Fully C++11 compliant codebase
  • High precision monotonic timers
  • Atomic counters
  • Thread pool creation, synchronization and affinity assignment
  • Basic math lbrary for vectors, 4x4 matrices and quaternions
  • Logging system with multiple levels and console or file output
  • GLFW 3 or SDL 2 for window and input on PC
  • Joystick support with hot swap and gamepad mappings
  • Android assets support
  • Google Test based unit tests with coverage checked with Gcovr
  • Microbenchmarked with the Google Benchmark support library
  • Doxygen based documentation with Graphviz class diagrams
  • Periodically checked with Cppcheck and Valgrind
  • Periodically linted with clang-format (previously with Artistic Style and Uncrustify)
  • Instrumentation for the Tracy frame profiler

With so many game engines on the market, you may be wondering… why another one?  Well the author explains exactly that right here.  The cCine project is hosted on GitHub and provides a Pong demo to get you started, implemented in both C++ and Lua.

GameDev News Programming


13. June 2019


AppOnboard, perhaps most famous for the technology powering the Google App Store “Try Now” functionality have just acquired BuildBox.  BuildBox is a nocode or codeless game engine that just released version 3.0 and announced a pricing change.  The acquisition will not change the management or structure of the BuildBox team.

Details from the BuildBox blog announcement:

I’m extremely excited to announce the next chapter for Buildbox, and explain how we’re going to vastly expand our product, ability, and community going forward, but before I do that I believe it’s most important to discuss what is not changing.

With this acquisition, every single employee is staying with Buildbox, including myself and Nik.  Buildbox will run independently — as it always has — while being able to grow much more quickly, and tap into the great resources that AppOnboard provides.  Nik and I will still be focused 100% on vision and additions to complete line of our products. We will not be making any changes in product, besides improvements and additions we already have planned.

What we will have access too, that we did not before, is resources to help us hire more developers, content creators and more for Buildbox.  You’ll see our development times vastly improve, and content creation for Buildbox speed up drastically.

AppOnboard is amazingly dedicated to not changing our vision, but helping us see it through to its largest potential.

AppOnboard have also released a statement available here.  BuildBox also released an email to all developers with the following details (thanks J.P for the heads-up!):

A lot of changes are underfoot and all of them positive! Every employee from Buildbox that you know and love are all still here and will definitely be here for a long time. We're the same Buildbox team that you know and love; it's just that we have much more resources now to hire more developers, content creators, etc!
So what's next for us?

  • a FREE version of Buildbox
  • much better Android, ad network, and export support
  • new nodes and smart assets
  • a new smart asset store
  • roadmapping expansions for the MasterCollection software
  • lots and lots of Buildbox 3 Upgrades
  • ... and so much more!

At face value, this development seems like a pure win for existing BuildBox developers.

GameDev News


10. June 2019


Construct beta r153 has just been released.  Construct is a “codeless” HTML5 based game engine that runs entirely in your browser.  The major feature of this new update is the new ease curve editor which can be used for tweening timelines.  Addition you can now use both local and global variables in scripts in events.

Details from the release notes:

New Features:

  • Custom easing curves to use with timelines

New Additions:

  • Use custom easing curves in with the tween behavior

Changes:

  • Consistently lowercase filenames on export to avoid case-sensitivity issues
  • Also warn on Remote Preview if images over 4096 pixels big are used (previously only warned on export)
  • Animations Editor: Pasting a color into the color inputs of the color palette now changes the alpha to 255 if it was previously 0

Bugs Fixes:

  • Animations Editor: Background of the animation preview dialog was different to the background of the main panel
  • Animations Editor: Content pasted twice when using the rectangle select tool
  • Animations Editor: Possible crash while using the rectangle select tool
  • Animations Editor: Colors not updated properly after pasting into the HEX color input of the Color Palette
  • Tween Behavior: Runtime crash when destroying the instance affected by a tween which had not yet finished playing
  • Attempting to copy in the text editor incorrectly triggered a paste action
  • Disabling a built-in function block could prevent the project running
  • Fix crash closing Find Results or Bookmarks bars (regression in r151)
  • Unintentionally could drag view up and down with touch on iOS (regression in r151)
  • C3 runtime: keep Multiplayer hosts alive even when browser window minimised
  • Event sheet view: preserve trailing newlines in comments
  • Runtime: context menus accidentally blocked on form controls (regression in r152)

Scripting Updates:

  • Asset APIs to load external scripts & WebAssembly modules
  • New 'Loading external script & WebAssembly' example
  • Access global variables in event sheets via runtime.globalVars
  • Access local variables in event sheets via localVars in script actions/blocks
  • runtime.setReturnValue() function to make it easier to return script values from event functions
  • Script interfaces for layouts and layers
  • Editor now validates JavaScript code in your project before preview or export, prompting you to fix syntax errors
  • Debugger CPU profiler now separately measures time spent in scripts
  • Added warnings for unused variables, use-before-initalise and assigning to constants

GameDev News


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