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2. March 2016

 

As part of their recently launched GPUOpen collection, AMD have released a beta preview open source implementation of Khronos OpenVX.  OpenVX is an API for computer vision.

 

Features from this release:

Features

  • The code is highly optimized for both x86 CPU and OpenCL for GPU
  • Supported hardware spans the range from low power embedded APUs (like the new G series) to laptop, desktop and workstation graphics
  • Supports Windows and Linux
  • Includes a “graph optimizer” that looks at the entire processing pipeline and removes/replaces/merges functions to improve performance and minimize bandwidth at runtime
  • Scripting support allows for rapid prototyping, without re-compiling at production performance levels
  • Interoperates with the popular (open source library) OpenCV

The current release version is 0.9 (beta preview).

GameDev News


2. March 2016

 

Sp3 for 3ds Max 2016 has been released, updating the popular 3D content creation package.

The service pack makes the following changes:

Animation

  • MAXX-24066 Changing Frame Rate Breaks Default AutoKeyframe When Greater Than 0
  • MAXX-27784 CAT Motion Editor Spinner Y and Z are buggy.
  • MAXX-29434 Program error when user saves bip without extension
  • MAXX-27484 skinOps.ReplaceVertexWeights not working

Core

  • MAXX-28752 Customer Error Report: Program error on File Open in UpdateSnapDisplay
  • MAXX-28406 Memory leak with Animation playback

FileIO

  • MAXX-24692 No mapping during import of Autocad
  • MAXX-29250 Program error while exporting a scene created in 3ds Max 2014
  • MAXX-29125 FBX: custom attributes lost while importing fbx from MotionBuilder
  • MAXX-28897 DWG Import of dwgs containing negatively scaled blocks displays incorrectly.
  • MAXX-29186 Program error with Container Operation
  • MAXX-26606 Scenes with many xref objects take exponentially longer to load

Materials ShaderFX

  • MAXX-29612 Undo break connection Program error
  • MAXX-27846 ShaderFX in Max 2015/2016 doesn't receive Shadows

Maxscript

  • MAXX-28959 Add filename being imported/exported to NOTIFY_POST_IMPORT and NOTIFY_POST_EXPORT

Modeling

  • MAXX-28623 Linked Objects Inherit Parent Object Scaling
  • MAXX-29452 Customer Error Report: Program error with Mesh Optimize

Rendering 

  • MAXX-28428 Arch & Design templates not working anymore
  • MAXX-28958 Expose RenderElement from OpenEXR Layer

Text tool

  • MAXX-25232 Object Scaling / Frame #0 seems to not being transferred to the preset.

Viewports

  • MAXX-23386 Nitrous reflection display buggy/partly broken

Service pack 3 for 3ds Max 2016 can be downloaded here.

GameDev News


1. March 2016

 

Starling is a flash based game engine, perhaps most famous for Angry Birds.  For some time the primary maintainer has been quietly pounding away on the next version.  Today (actually a couple days ago, this news item slipped through my net, sorry about that) Starling 2.0 is available and it’s a pretty extensive update.  Behind the scenes there were a number of fundamental changes, such as the addition of a mesh class as well as the addition of render cache.

The render cache has a pretty profound effect on CPU load, as illustrated by this graphic demonstrating Starling 1.7(upper) vs 2.0(lower) CPU usage:

 

The filter API was also rewritten, to make use of the new render cache and improve functionality.  Finally there were several convenience changes:

  • The TextField class is now accompanied by the new TextFormat. The setup is quite similar to classic Flash — but without the pain of constantly having to re-assign the format for changes to show up. In Starling, when you change the TextField's format, it's going to be updated right away!
  • The TextField class also includes a new wordWrap property.
  • The Image class contains two new properties: scale9Grid and tileGrid. For Feathers-users, this will sound familiar: they replace Scale3Image, Scale9Image and TiledImage.
  • All Display Objects can now be scaled uniformly with a single property: scale.
  • My personal favorite: the new pixelSnapping property, which is enabled per default, makes sure that all objects are rendered as sharp and crisp as possible. No more casting to int to avoid blurriness!
  • You can now attach "frame actions" to MovieClips, i.e. code to execute at certain frames.
  • The Pool provides simple object-pooling for standard classes like Point, Rectangle andMatrix.
  • The juggler now supports uint handles for IAnimatable removal, which prevents nasty pooling bugs.

Full details of the release are available here.

GameDev News


1. March 2016

 

Joining the Evil Empire hasn’t had an immediate affect on the the RoboVM team, in fact, they just released a new version.  RoboVM is the technology that enables you to run Java developed applications on iOS, commonly used with the LibGDX library to enable iOS support.  This release sees the edition of a number of plugins pods, specifically the Billing and Dialog Pods, that enable you to do IAP and dialogs in a cross platform way.

Of course the release contains several other changes and fixes:

Bug Fixes & Enhancements

As always, we squashed bugs, improved performance and added some bells and whistles. Here are the most important changes:

GameDev News


1. March 2016

 

jMonkeyEngine is a popular open source 3D game engine written in Java.  I did a “Closer Look at” jMonkeyEngine earlier last year if you want more information.  The big part of this release isn’t really all that flashy, but it is smart.  You see up until now, jMonkeyEngine has been heavily tied to the NetBeans IDE, an IDE used by about 4 people.  (Yeah, hyperbole...).  This has advantages, it makes for a turn key package but at the cost of tying the two together making for slow release schedules from the jME team, as well as adding a lot of complications for developers that want to work in a different IDE such as Eclipse or IntelliJ.  jME 3.1 is all about seperating jME the SDK from jME the toolchain.  This means jME should be easier to get started with for non-NetBeans developers and that future releases should come at a quicker pace.

 

From the announcement:

New Features

  • jME3 Maven artifacts are now available on JCenter! (thanks @davidB and @pspeed42) Note that Nifty-GUI and JBullet still require using the jME3 private Maven repo. Please see the wiki page for more information.
  • LWJGL3 support (beta) (thanks @DannyJo)
  • Improved OpenGL 3.2 core profile support
  • JOGL backend improvements to support new unified renderer backend
  • New constructors for lights: #297
  • Ability to toggle lights on or off: #393
  • Allow to set min / mag filter in J3M files: #295
  • Support bounding spheres with light culling: #362
  • Allow overriding dead zone per joystick axis: @46794e2
  • Add support for non-public constructors in networking serialization: @50b2f76
  • Rendering performance improved (less GL calls)

Fixed Bugs

  • Fix physics angular factor deserialization: #383
  • Fix GImpactCollisionShape for native bullet: #188
  • Fix BetterCharacterControl flickering: #391
  • Fix crash on ARM8 android devices: #378
  • Fix framebuffer crash on some OpenGL drivers: @78d2d6e
  • Fix regression in Node.collideWith(): @31cab67
  • Fix native bullet ray cast / sweep test crash: @86439c2
  • Fix clone method for lights: @6c4e801
  • Fix collideWith method for BatchNode: @1073eba
  • Fix broken culling when using negative scaling: @495e0cf
  • Fix FXAA quality regression: @4a37a8f
  • Fix lighting color ramp feature: @01227d3
  • Fix network client and server running in same JVM: @2c33712
  • Fix various race conditions in networking
  • Blender Loader various fixes

Other

  • ColoredTextured.j3md is now deprecated

GameDev News


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