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7. August 2018


With CopperCube 6 recently being made available in a free form, we decided to do a complete tutorial series over on devga.me that should get users up and running creating complete 3D games using CopperCube in well under an hour.

The series consist of:

Getting Started

Creating a Terrain

Creating a Camera

Programming Your Game

Collisions and Physics

Extending CopperCube

Scenes and Rooms

Importing Your Own Assets

Additionally there is a video tutorial covering all of the above topics available here and embedded below.

Programming Design Art


13. July 2018

 

To pieces of news in one post!  First off, today CopperCube 6 was just released.  Second, it is now also available for free!  If you are interested in learning more about this 3D game engine aimed at creating games with little to no programming, be sure to check out our CopperCube 5 hands-on video available here.

Of course, there has to be a catch… how are they going to make money to support continued development?  Well, there are upgraded versions available:

image

So basically the Free tier lacks post processing effects, video playback and a command line interface while requiring a splash screen.  The Studio version is the same as the pro version, except comes with the game client source code.

 

As to what is actually new in CopperCube 6, here is the feature list from the forum announcement:

- Post-Processing Effects
- Full FBX import with Animation
- New lighting system
- Unified colors and lighting
- DDS support
- WebGL 2 support
- Loading screen image
- Multi Selection
- WebGL automatic pointer lock
- Freeze Scale command
- Better Wireframe mode
- Automatic DirectX installer
- Scene Metrics tool
- Nicer User Interface
- More terrain generation options
- Lots of performance improvements
- Updated Lightmapper
- Improved OpenGL renderer
- Improved WebGL font rendering
- Automatic clip prevention for FPS camera children
- Preview of new D3D 11 renderer (alpha, not public yet)
- and many more smaller new features

Full change log available here.  CopperCube is already available for download on Steam, weighing in at just under 100mb.  CopperCube is available on MacOS and Windows, sorry Linux users.

GameDev News


2. July 2018


A brand new tutorial series just went live on devga.me (to join the existing Armory 3D series), the Cocos Creator Crash Course.

Cocos Creator Crash Course - Devga.me Tutorial Series

The series currently consists of the following tutorial parts:

Cocos Creator Tutorial Series homepage

There are a few more tutorial chapters in active development.  The existing content should already be enough to get you up and running using the Cocos Creator game engine!  There will also be at least one video tutorial covering basically everything covered by the text series.

GameDev News Programming


25. April 2018


The HTML5 base 3D game engine PlayCanvas has been covered several times here on GameFromScratch, both in the Closer Look series, as well as a more recent 3D game tutorial.  It has been under development for several years, but just yesterday it finally hit that biggest of milestones, a 1.0 release.  There wasn’t actually a huge number of changes in the 1.0 release, in fact there was only a single minor source change.  It’s more a sign of confidence from the PlayCanvas team about the maturity of the game engine.


From the PlayCanvas blog:

PlayCanvas was born 7 years ago, way back on 9th May 2011. In the early days, we were essentially prototyping, seeing what this amazing new WebGL API could do. By October 2011, we set up a source code repository and committed our first engine prototype. Right at the beginning, we adopted semantic versioning for naming our releases. Our initial commit generated engine v0.10.0. From that point onwards, we adopted a rapid release cadence, often publishing more than one release a week. The months and years passed, our team grew and feature after feature was integrated into the codebase. But through all that time, we never incremented the major version number. Why? Well, there were several reasons:

  1. Our rapid deployment meant we never delivered a monster release that seemed to warrant going to 1.0.0.
  2. We always made a huge effort to maintain backwards compatiblity. Projects like the inane Doom3: Gangnam Style created in December 2011 still work fine today! So we never (intentionally) broke your projects.
  3. We, uh, just never got around to it!

The PlayCanvas API is now very stable, mature and battle-hardened. Backwards compatibility is something we take very seriously indeed. And today, PlayCanvas is used in production by thousands of developers.



GameDev News


10. October 2017


Like many other techies, after reading Neuromancer or Snow Crash the idea of a 3D internet has been a distant dream.  There have been attempts certainly, like VRML 1 and 2 for example, or the online MMO Second Life, but none of really come close.  These days however a number of technologies are converging that might actually make it possible.  Fast computers, fast internet connections, WebGL in the browser and perhaps most importantly the rise of consumer level VR headsets.  All of these technologies combine to make the 3D web a possibility and A-Frame brings them all together.  A-Frame was founded by Mozilla, is an open source project that builds a VR framework over top of the popular open source Three.js engine.  You develop your game works using a HTML5 style markup working with a familiar entity/component model.


Here is a simple A-Frame application.

<!DOCTYPE html>
<html>
<head>
    <title>Hello, WebVR! - A-Frame</title>
    <meta name="description" content="Hello, WebVR! - A-Frame">
    <script src="https://aframe.io/releases/0.6.0/aframe.min.js"></script>
</head>
<body>
<a-scene fog="type: linear; color: #AAA">
    <a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
    <a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
    <a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
    <a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
    <a-sky color="#ECECEC"></a-sky>
</a-scene>
</body>
</html>


Run this in browser and you will see:

image


Run it in a browser using a VR headset and you will have full 3D head tracking.  Even cooler, hit Ctrl + Alt + I and you get access to the inspector:

image


Giving you full access over the entities making up your scene, the components attached to them and even give you the ability to create completely new ones.  If you are interested in learning more be sure to check out the video below.

Programming


AppGameKit Studio

See More Tutorials on DevGa.me!

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