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12. February 2019


Orx is a fairly unique data driven plugin based C++ game engine we featured a previous version here.  The project is open source under the ZLib license and works on Windows, Linux and MacOS and can target these platforms plus iOS and Android.


New features of Orx 1.1 include:

  • GLFW 2.7 to GLFW 3.3 for updated display, mouse, joystick and keyboard support.
  • Multiple monitor support.
  • Support for gamepad mappings (as per SDL database).
  • Hardware cursors and icons.
  • Updated Android support.
  • Drag and Drop support for file names.
  • Clipboard support.


Full details of this release are available in the change log and precompiled binaries are available here.  Be sure to watch the video below to learn more about this unique 2D game engine.

GameDev News


12. February 2019


Epic Games have just released Unreal Engine 4.22 Preview 1.  The star feature of this new release is support for DXR, which provides real-time raytracing support on DirectX 12.  You do have to jump through several hoops to enable raytracing in addition to requiring a RTX card.  The preview has several other new features including Oculus Quest support, Niagra and audio engine improvements, Visual Studio 2019 support and more.

Details from the Unreal Engine blog:

Preview 1 includes support for real-time ray tracing, Editor Utility Widgets, Blueprint indexing optimizations, virtual production updates, Oculus Quest support and the Unreal Audio Engine is now on by default for new projects.


A full list of the upcoming changes to this build are available on the Unreal Engine forums. We invite you to provide feedback on Preview 1, and all subsequent releases. Please keep in mind that Preview releases are intended only to provide a sample of what is going to be released in the update and are not production-ready.


To get started with Unreal Engine 4.22 Preview 1, head to the Library section on the launcher, select “Add Versions” and choose 4.22 Preview 1. 

Be sure to check the forum for a more complete list of new features.

GameDev News


11. February 2019


Today the rumour mills heated up around a possible Unity IPO coming in early 2020.  An IPO, or Initial Public Offering, is the process by which a private company like Unity Technologies becomes a publically traded company, with stocks traded on a stock exchange.  From the site Cheddar:

Video game development platform Unity Technologies is gearing up to go public, according to people familiar with the matter.

The company, which was valued at a little more than $3 billion as of its last funding round in June 2018, is aiming to do its initial public offering during the first half of 2020 ー provided that market conditions are favorable, a source told Cheddar. CEO John Riccitiello told Cheddar in April of 2018 that the company was earning about $300 million in annual revenue.

A Unity spokesperson said it doesn't comment on IPO rumors or speculation.

In the end, this is just speculation of something that has already been all but confirmed.  From the same website back in April, 2018:

The company may also go public. "That's the general path," said Riccitiello. "We're not putting out dates but I do believe the company is strong enough financially to go public now."

He said the company has around $300 million in revenue and is seeing "very aggressive growth."

Even further back in VentureBeat:

GamesBeat: For the investors, is there a timetable now? Are they now the majority of the ownership?

Riccitiello: No, they’re not a majority yet. The majority of the company is still owned by the founders and the employees. I’ve told them that we’re not doing an IPO before 2019, and I don’t know if we’re going to do one in 2019. There are lots of reasons to continue to grow our business the way we’re doing it. What every investor says now, and it’s sort of a knee-jerk thing, is that they’re patient. Sequoia’s been in this for eight years. They all say that, I think, because they don’t want to not get chosen because they’re in a hurry to generate liquidity on an investment they haven’t even made yet. But that’s what they’ve all said. They’re in it for the long term.

At some point, Unity is Switzerland, right? We serve all platforms. We’re better as an independent company. The long-term outcome is likely an IPO. But for now we have adequate capital. We don’t need to do an IPO any time soon. We’ll pick the right time for it.


So, this rumour isn’t exactly new, nor shocking.  In fact it’s the natural end state for companies that take venture funding, as Unity have multiple times.  Investors either lose their investment, sell to another investor early on, or get a return on their investment in the form of either the sale of a company to a larger company or through a public stock offering via an IPO.  At the end of the day, Unity going public should have almost no major impact on Unity developers.  Now Unity being acquired by a large company… that’s a much different story!

GameDev News


8. February 2019


Today Unity released the Unity Measured Materials library, a collection of over 300 materials themed around automotive and transportation projects.  It contains hundreds of textures used to create Shader Graph materials.  You need to use Unity 2018.3 or later.

The library includes:

  • Fabrics with various weaves including herringbone, twill, brushed and plain weave
  • Leather including different grain patterns and multiple perforation styles
  • Suede
  • Multiple wood species
  • Multiple chrome finishes
  • Multiple metal finishes
  • Glass
  • Opaque plastic with multiple grain patterns
  • Transparent plastic
  • Car paint

The collection is free on the Unity Asset Store available here.  Currently the materials only work with the HDRP with the lightweight pipeline being supported in the future.  As you may notice from the video below… your mileage may vary!

Art GameDev News


7. February 2019


Today we are looking at the Magnum Engine, a cross platform C++ game framework, which just released version 2019.1.  It is very similar in scope and functionality to the Kha Framework and the BS::Framework.  The Magnum Engine is completely modular, so you only pay for the functionality you need and ignore the rest.  It provides most of the functionality you would require to build a game engine including rendering, scene graph, audio, input handling, texture and model loaders and more.

The Magnum Engine is available on the following platforms and/or using the following renderers:

  • Linux and embedded Linux
  • Windows, Windows RT (Store/Phone)
  • macOS, iOS
  • Android
  • Web (asm.js or WebAssembly), through Emscripten

Graphics APIs:

  • OpenGL 2.1 through 4.6, core profile functionality and modern extensions
  • OpenGL ES 2.0, 3.0–3.2 and extensions to match desktop OpenGL functionality
  • WebGL 1.0, 2.0 and extensions to match desktop OpenGL functionality


The project is open source and hosted on GitHub under the MIT open source license.  Getting started documentation is available here while several compiled examples can be found here.  To learn more about the Magnum Engine, be sure to check out the video below.

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