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2. August 2018


The Toy Engine was just released yesterday.  The Toy Engine is a cross platform modular C++ open source game engine currently available under the GPL license.  The engine is quite young so you should expect some instability and missing features.  The developer @HugoAM has been very responsive to feedback and has announced that the license will be changed to something more permissive in time.  The source code is available now on GitHub.


The guiding design principals behind the Toy engine are:

  • simple and lightweight, simplicity is the core aim and philosophy behind toy. the codebase is about one-tenth the size of competing engines, and toy is so light, the whole editor runs in your browser !
  • modular, each functionality is enclosed in a small, simple, easy to understand code building block. most of these blocks lie in the underlying mud library.
  • extensible, as a collection of modules, toy is a perfect fit to build your own game technology, keeping full control over the components you use, the application design and the control flow.
  • game code first, toy is first and foremost meant to build games in native c++ code, in direct contact with the core systems. this allows for much greater control than typical scripting in-engine.
  • versatile, toy is designed from the start with complex games in mind, such as strategy or role playing games, by giving full control over its powerful user interface and rendering systems.
  • zero-cost tools, reflection automatically extends your game core code for seamless scripting, editing, inspection of your game objects, types and procedures in the built-in tools/editor.
  • educative, toy aims to provide simplest technical solutions to typical game programming problems, easily studied and understood, hoping to be a driver of education on game development topics.
  • fast iteration, coupling seamless bindings of both built-in systems and game code to various scripting languages, hot-reload of native code, and immediate UI and rendering, toy provides fast iteration speeds.

The Toy engine is built upon the underlying mud framework, which provides the low level cross platform functionality that toy is built on top of.  The mud framework is built on the much better ZLib open source license.  You can compile Toy on both Windows and Linux.  Toy games can be run on most modern platforms including mobile, desktops and even HTML via EMScripten.  The video embedded below demonstrates how to get started using Visual Studio 2017.

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2. August 2018


Today saw the release of version 3.0 of the Xenko game engine.  The Xenko game engine was made by Silicon Studios in Japan, previously known as the Paradox 3D engine.  It was obviously having some issues as a product, with a few announced changes to the licensing structure and then in March rumours that it would be open sourced.  Today that exact thing happened, Xenko 3.0 was released under the MIT license and is now available on GitHub.

As part of this release, Silicon Studios are no longer going to be supporting Xenko development.  Fortunately though, this is not the end for Xenko, as one of the engine developers is currently going to be supporting the engine full time, at least in the short term.  He has started a Patreon account in an attempt to raise the funding required to continue supporting the game engine going forward.

Details from the announcement:

You read that right. Xenko 3.0 is out now, released under the permissive MIT license.

From now on, you can use and modify Xenko completely free — whether you’re a professional, a student, or just looking for a new hobby. This includes both the runtime and editor.

Main focus for this release was on the open-source transition, but Xenko 3.0 also includes some new features, such as a switch to the new C# project system, video, hair and skin rendering. Read the full release notes here.

Silicon Studio no longer supports Xenko, but members of the Xenko team will continue to work on it independently as part of the community. More specifically, I will personally work on it fulltime for the next few months to see if it picks up some steam as a community project. Kudos to Silicon Studio for starting and supporting the project so far! Turning the project open-source and community-driven is a fantastic achievement.

While the majority of the 3.0 release was targeting at moving to open source, there were a few additional features including video playback support and hair rendering.  Additionally the SiliconStudio namespaces were removed, so if you are an existing Xenko developer, you will have to do some refactoring. 

If you are interested in learning more about the Xenko game engine, be sure to check out our Closer Look review, as well as our much older Tutorial Series.   You can see hands-on with the engine in this video and see what it is capable of in the 2017 demo reel.

GameDev News


24. July 2018


Back in May of 2018, Pixel Game Maker MV was first announced, a new 2D game engine from Kadokawa, the makers of the seminal RPGMaker series of game engines.  Instead of targeting the JRPG style of game, Pixel Maker is aimed at top down and side scrolling platforming games like Zelda, Metroid or Castlevania.  These tools are aimed at people who want to do minimal programming, however they can be extended using the JavaScript language. 

Pixel Maker is now available on Steam in early access form.  Here is the description of Pixel GameMaker MV:

Create action games with ease - no programming necessary
You can now create your very own full action games without the need for any programming whatsoever. Compatible with JavaScript extensions, anyone from total beginners to seasoned developers can enjoy game creation to the fullest.
Create endless fun with “Multi-Viewpoint/Multi-Versus”
Allows for both top- and side-based views, as well as cooperative or competitive local play between up to four players. Works with any genre, so the games you can create are limited only by your imagination!
A simple way to create rich and beautiful game graphics
Using the graphic import feature, physics engine, particle effects, and multiple layer combination, you can create your own ideal game in exactly the way you want to make it, easily and without all the hassle.


If you are interested in learning more, I purchased the engine and did a brief hands-on, mostly walking through the interface.  That video is available here as well as embedded below.  The early access release is currently available at %20 off the retail price, currently just over $60USD.  As you will see from the video below, this is an early access product and some features are certainly missing, incomplete localization certainly topping the list!

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18. July 2018


When I started GameFromScratch, by far and away the most common question I got was “what programming language should I use?”.  It’s amazing how much the world has changed in the last decade!  These days game engines are by far more important than programming language to the majority of developers, and one game engine has risen to the forefront of most peoples consciousness…  Unity.

I consistently cover a wide variety of game engines, here, on DevGa.me and on YouTube and one comment comes up far more often than any other...  “Why Not Just Use Unity?”.  Why would I use this game engine instead of Unity.  So I decided to take some time and answer exactly this question.  The short hand text version is available here as well as covered in a great deal more detail in this video.

GameDev News Programming


17. July 2018


Are you looking for an open source cross platform HTML5 powered game engine, that’s open source, free and comes with a complete editor in addition to the underlying framework?  Perhaps the Wade Game Engine by Clockwork Chilli is what you are looking for.  While open source, WADE is shipped under a custom license you should take note of.  The TL;DR version of the license:

This license allows you to make games and non-games, for any purpose including selling and licensing, without paying anything to Clockwork Chilli. However you must not:

  • Distribute non-compiled (or non-minified) versions of Clockwork Chilli's source code.
  • Create a product that competes with WADE.

You can run WADE directly in the Chrome browser or can download a local installed version for Linux, Mac and Windows platforms.  If you want to learn more, be sure to check out the WADE game engine in action in this video or embedded below.

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