Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
19. March 2019


Today at their GDC 2019 keynote, Google announced Stadia, their upcoming “gaming platform”, a server based streaming game service that runs on any Chrome enabled device.  Powered by custom GPUs designed by AMD using Vulkan on the Linux OS and spread across the same networking powering the Google search engine, Stadia promises to bring 4K at 60FPS gaming to the masses, with future support for 8K and 120FPS promised.

Being entirely server side, Stadia offers a number of innovative features.  Combined with their newly announced Stadia Controller, you can play games across any Chrome device and seamlessly transition your game between devices.  Since all the work, client and server are done on Google’s servers, they claim this will make cheating virtually impossible, while being able to scale existing game play up to thousands of users over night.  It also offered unique features like Streaming multiple sessions to the same endpoint, enabling flawless couch co-op, or the ability to use multiple server side GPUs for a single game instance enabling advanced special effects.

Stadia is built on top of familiar developer tools:

Create icon

Unreal Engine

Epic Games' official support for Stadia means you’ll have access to the latest technology and features of the world’s most powerful creation engine.



Create icon

Unity

Unity is the world’s most widely used real-time 3D development platform, enabling developers to create rich, interactive experiences.



Create icon

Custom tools

A suite of debugging and tuning tools help you get the most out of our platform, from fine-tuning streaming performance to diagnosing GPU crashes

Industry tools


Current dev tools include Havok®, RenderDoc, Visual Studio, LLVM, AMD RadeonTM2 GPU Profiler, IncrediBuild, UmbraTM 3, FaceFX and Intelligent Music Systems, plus we’re constantly expanding to deliver a familiar development experience

For developers interested in getting started with Stadia, you can sign up at Stadia.dev.  For gamers interested in learning more visit Stadia.com for more details.  If you missed the GDC keynote, you can watch our condensed developer focused version in the video below.  We have done a similar treatment for the Unity keynote as well, available here.

GameDev News


14. March 2019


The Esenthel engine, previously previewed in this video, have moved from a license based business model to a donation supported one.   Additionally the source code has been released and is available on GitHub.  The source code is not under a recognized FOSS license, instead releasing under a proprietary one with one particularly poisonous condition:

Esenthel Engine code/algorithms/designs may NOT be used for development/improvement of other Game Engines.
You may NOT browse Esenthel Engine source code if you work on improving other Game Engines, in that case
you may only compile it with the included tool and work with the compiled binary version of Esenthel Engine.

If you are working on or contribute to a game engine then you want to stay far away from this source code! Other than this clause, the license is fairly liberal and allows you to use Esenthel freely and without requiring a splash screen or watermark.

The key features of the Esenthel engine include:
  • Very Easy to Use
  • Advanced Graphics and Physics
  • High Performance
  • Low Memory Usage
  • Unlimited Sized Worlds
  • Collaborative Development
  • Auto Publishing
  • 100+ Tutorials and 90+ Documentation Pages Included
  • Esenthel Store to sell your own Items
  • Frequent Updates
  • Rock Solid - Zero Bug Tolerance
  • Free!

Essenthel can be downloaded for Windows, Mac and Linux here.

 

GameDev News


31. January 2019


Today we are looking at WickedEngine, an open source C++ based 3D game engine with Direct 11/12/Vulkan rendering paths, an Entity Component System and Lua scripting available.  It is inspired by the XNA programming model and has no external dependencies, making it incredibly easy (especially for a C++ project) to get started.  Additionally there is a fully functional level editing tool available, already compiled and ready to use.  The full list of features is available here.  The engine supports Windows platforms including PC and UWP (Phone, XBox, PC).

WickedEngine describes itself as:

Wicked Engine is an open-source game engine written in C++. The main focus is to be easy to set up and use, light weight, high performance, and graphically advanced. The full source code is provided with the MIT license, which means, anyone is free to use it for anything without additional considerations. The code shall not contain any parts with other licensing. The code is hosted on GitHub: https://github.com/turanszkij/WickedEngine For any questions, please open an issue there.

Additionally the developer has maintained a very interesting technical blog on the topic of engine development available here.

WickedEngine is not the only modern open source C++ 3D game engine.  Other similar engines we’ve covered recently include:


Learn more about WickedEngine and see the editor in action in the video below:

GameDev News


1. January 2019


2018 was an interesting year in game development.  In this post/video, we take a quick stroll down memory lane and look at some of the key stories as they occurred throughoutGameDev2018 the year. 

GameDev News General News Programming Design Art Totally Off Topic


24. December 2018

Xenko 3.1 beta has just been released.   This is the first major point release since the Xenko project went open source this summer.  The primary focus of this beta is reorganizing Xenko to make it play nicely with the NuGet distribution system, although this refactoring has some very cool side effects.  Now you are able to use individual components of Xenko on their own.  For example, if you wanted to use the Xenko graphics library on it’s own, you can, independent of the rest of the Xenko game engine.  This release also moves towards Xenko using .NET standard.

Details of the release from the Xenko blog:

Xenko was always a big proponent of NuGet: since first version, Xenko was distributed as a NuGet package.

However, due to limitations (hello packages.config and project.json!), we were leveraging NuGet more as a distribution medium than proper NuGet packages: Xenko 3.0 is still a monolithic single package and it would not work out of the box when referenced from Visual Studio without using Xenko Launcher and Game Studio.

Xenko 3.0 paved the way by making Xenko compatible with the new project system (game projects were referencing Xenko using a PackageReference).

Today, Xenko 3.1 brings Xenko as a set of smaller NuGet package, each containing one assembly, with proper dependencies:

GitHub

As a result, it is now possible to create a game project that references only the packages you want. Here are a few examples of “core” packages:

  • Xenko.Engine: allows you to use core engine runtime (including its dependencies)
  • Xenko.Core.Assets.CompilerApp: compile assets at build time
  • Xenko.Core.Mathematics or Xenko.Graphics: yes, if you want to make a custom project only using Xenko mathematics or graphics API without the full Xenko engine, you can!
  • Xenko.Core.Assets, Xenko.Presentation or Xenko.Quantum: all those piece of tech being used to build Xenko tooling are also available for reuse in other projects. Nothing prevents you from generating assets on the fly too!

Then, various parts of the engine are distributed as optional packages:

  • Xenko.Physics
  • Xenko.Particles
  • Xenko.UI
  • Xenko.SpriteStudio
  • Xenko.Video

If you don’t reference those packages, they won’t be packaged with your game either. In many situations, it results in a smaller packaged game and improved startup time.

In addition to the above changes, you can take a look at the commit log on GitHub for other aspects that made it into the 3.1 release.

GameDev News


AppGameKit Studio

See More Tutorials on DevGa.me!

Month List