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17. November 2015


I have noticed that there isn’t one good single source for game development news.  When a new game engine is announced or a new version of a critical tool, library or engine is released, there is no easy way to hear about it.  I hope to step in and fix this with GameFromScratch.  I am to become a single hub for indie and professional game development release news.  Basically I am going to scour the web for information so you don’t have to.

The following is the list of projects that I intend to monitor for news worthy activity. This is of course a work in progress, so if there is an engine, tool or project you want me to follow, let me know in comments or email me at [email protected]. Once finalized I will make this list permanently available so it will be easy to tell which projects are being tracked.  As news occurs it will be announced here under the category GameDev News.  Don’t worry, this isn’t GameFromScratch turning into a news only site, things will remain much as they are… just with a lot more news thrown in!

If you are the author of a tool, engine or project that is not on this list, be certain to email me. Of course, if you’ve got news to announce, sending it to me directly will result in a much higher chance of me noticing and thus reporting on it.  Ideally include a link to your RSS feed if one exists.  Otherwise I am setting up an elaborate network of RSS feeds, scripts and manual site checks to keep track of what is going on in the world of game development. 

This is of course a work in progress, so give me some time to get things all sorted and working properly.  Your feedback is as always appreciated!


So without further ado, the initial list of technologies I am monitoring.  The “Other” category is for the topics I am considering covering or that I feel are news worthy but don’t have a single source.

Engine Tools/Libs Other
  • LibGDX
  • Unity
  • Unreal
  • Blender Game Engine
  • Paradox3D
  • Duality
  • Urho3D
  • Gameplay3D
  • Gideros Mobile
  • Cocos2D-x
  • Marmalade
  • Monogame
  • Love2D
  • jMonkeyEngine
  • Babylon
  • Godot Engine
  • GameGuru
  • Construct2
  • GameMaker
  • RPGMaker
  • Torque2D/3D
  • Wave Engine
  • CopperLicht
  • Leadwerks
  • Atomic Game Engine
  • Polycode
  • Phaser
  • Corona
  • Shiva 
  • Neoaxis
  • Esenthel
  • Spring RTS
  • Goo Create
  • Oxygine
  • PlayN
  • ChilliSource
  • PlayCanvas
  • AGK
  • Dark Basic
  • ClickFusion
  • Isogenic
  • GDevelop
  • Citrus Engine
  • Stencyl
  • Blender
  • Tiled
  • Box2D
  • SFML
  • SDL
  • Ogre3D
  • Allegro
  • Pixi.js
  • CraftyJS
  • CreateJS
  • Bullet
  • Autodesk’s Suite (Max/Maya/Mudbox)
  • Adobe’s Suite ( Photoshop, Mixamo, Flash )
  • ZBrush
  • 3D Coat
  • Modo
  • Sketchup
  • Overlap2D
  • Texture Packer
  • Physics Editor
  • bgfx
  • Substance Painter/Designer
  • Quixel Suite
  • CopperCube
  • CocoonJS
  • GLFW
  • Flixel/HaxeFlixel
  • Flash/HaxePunk
  • Luxe/Snowkit
  • Inkscape
  • Krita
  • Xamarin
  • RoboVM
  • GIMP
  • Starling
  • Articy Draft
  • Game Jams
  • Free Art Releases
  • New GD Book Releases
  • Game Jams
  • Kickstarter GameDev


If you are wondering, the first column is mostly composed of complete game engines while the second contains mostly game libraries and tools.  The distinction is completely arbitrary so don’t mind which column I sorted a given technology by, it has no real meaning.  I may move libraries to a completely different column in the future.

I know that by no means this list is complete, it’s just the libraries I could come up with off the top of my head that are news worthy ( mature, have a user base and aren’t abandoned ).  So if you have additional suggests, please email them or leave them in the comments below.  As new suggestions are added I will update this list accordingly until I consider it “ready”, at which point I will move it to a permanent location.

News GameDev News

16. November 2015


A new patch has been released for Unity 5 with the following bug fixes and improvements:

  • Added warning for NetworkIdentity on child game objects.
  • Better error messages when network packets larger than MTU are generated by internal multiplayer systems.
  • GI: Upgraded Enlighten to 2.22 UN20:
    • An issue has been fixed where AMD Opteron CPUs produced different atlas packing to Intel Xeon CPUs.
    • A crash affecting Linux binaries on CPUs lacking SSE3 instructions has been fixed.
    • PS4 SDK used is 3.000.
    • iOS stays on the old Enlighten build for a moment.
  • Physics: Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • StackTraceLogType.None now works on iOS and Android.
  • VR: Update to Oculus OVRPlugin.
  • (729698) - Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions.
  • (689286) - Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices.
  • (733897) - Android: Fixed slow audio clip loading.
  • (none) - Android: Fixed slow level loading.
  • (715447) - Animation: Fixed animation of material properties in the animation window.
  • (723030) - AssetBundle: Fixed the issue that the sprite atlas had been stored twice in AssetBundles.
  • (739944) - Editor: Fix for GUI methods in Update crashing the editor.
  • (728260), (725794), (726660), (727065), (727287), (727802), (728012), (728240), (728350), (728369), (728446), (728518), (728795), (728822), (728836), (729405), (729406), (729643), (729775), (729790), (729828), (729857), (729925), (729992), (730045), (730059), (730069), (730328), (730403), (730993), (731464), (731500), (731586), (732069), (732101), (732425), (732546), (732842), (732853), (733280), (733416), (733440), (734148), (735199), (735227), (735296), (735804), (735991), (736048), (737077) - Editor: Fixed a crash in the editor when saving the scene.
  • (698169) - Editor: Fixed occlusion culling pre-visualisation in editor.
  • (704738) - Editor: Fixed incorrect DestroyGpuProgram being called.
  • (740977), (740988) - Graphics: Fix for shadow-casting light occlusion issues - disappearing realtime lights
  • (none) - iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • (742579) - iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable.
  • (736714) - Networking: Better log warning for UNet HLAPI Script CRC check now.
  • (739432) - Networking: Fixed invalid generated IL for SyncListStruct with embedded array.
  • (738517) - Networking: Fixed slow compilation when many ClientRpc functions.
  • (736703) - Networking: Fixed wrong item index for SyncList ADD operation.
  • (none) - OpenGL: Fixed shader generation when reading back per-patch outputs in a hull shader.
  • (735644) - OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures.
  • (702967) - Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll).
  • (none) - Samsung TV: Make Cursor.lockState API work in Samsung TV.
  • (740962) - VR: Fixed Crash when exiting play mode.
  • (none) - VR: Fixed ShowDeviceView preventing drawing to the game view with any camera when false.


The patch is available here for all platforms.

GameDev News

16. November 2015


Announced over at the Cocos2D-x blog today, they just released version 3.9 of the popular cross platform open source 2D based C++ framework.  The release is primarily for maintenance and stability but some new functionality was added as detailed on the forum:



  1. 3D Module:
    • Added 3D MotionStreak to support streak effect.
    • Refined Sprite3D to support material system.
  2. 2D Module:
    • Added frame callback function and animation callback function.
    • Added script component system.
    • Reconstruction of 2D physics with Component.
    • Improved EditBox implementation on iOS and Win32 platform.
    • Removed dependence of libcurl on AssetsManager, AssetsManagerEx and Downloader (iOS & Android).
    • Improved particle performance.
  3. Others:
    • Supported Action inheritance, update function overwriting in JSB.
    • Improved ScrollView performance in Web engine.
    • Improved Scale9Sprite performance in Web engine.
    • Decoupled Sprite's setTexture() and updateColor() in Web engine.
    • Added support for debugging and release on real devices with Xcode7 and iOS9.

The new release can be downloaded here. (Direct link)


If you are interested in learning more about Cocos2d-x, we have a full tutorial series available here.

GameDev News

11. November 2015


Unreal Engine 4.10 was just released today.

Welcome to Unreal Engine 4.10! This release is packed with a number of great new features, but our main focus has been to increase engine stability and fix outstanding issues. Hundreds of reported bugs have been bashed, many new quality of life improvements were added, and virtually every supported platform has received updates. Unreal Engine is designed for incredible VR experiences, and every release it gets better. Epic's "Bullet Train" VR demo is powered by new features in this version, with new rendering optimizations designed specifically for head mounted displays. Mobile gets a nice upgrade in this release too, with new scalability features and support for refraction. Last but not least, great news for programmers: You can now use Visual Studio 2015 for development on Windows. And on Mac, we've revamped our Xcode projects to allow you to work more efficiently. We've also refreshed our target platforms with support for latest SDKs.

New Major Features Include:

  • Refraction Effects for Mobile
  • Optimized VR Rendering
  • Visual Studio 2015 Support
  • Mobile Material Quality Settings
  • UE4 Platform Updates (many)
  • Landscape Mirror Tool
  • Low Latency VR Motion Controllers
  • Automatic Blueprint Node Arrangement
  • Web Browser UI on Android
  • Gamepad support on Android
  • Amazon Fire Game Controller and Fire TV Remote Support
  • NVidia Shield Controller and Portable Support
  • Samsung Gamepad Support
  • XCode Project Overhaul
  • Mobile Provisioning Selector
  • Misc bug fixes


Click here for full details of this release or fire up the Epic Launcher to update.

GameDev News

11. November 2015


Urho3d, an open source 3D engine we took a closer look at last year, just released version 1.5. 

link to



From the release notes:

  • Database subsystem with either SQLite or ODBC support.
  • Localization subsystem.
  • Improved the navigation / crowd navigation API and examples.
  • SSE and animation performance optimizations.
  • Enable BT_USE_SSE on Linux and MinGW platforms, enable BT_USE_NEON on Android and Raspberry-Pi platforms.
  • Urho3D macros such as OBJECT, EVENT, HANDLER renamed to have URHO3D_ prefix to prevent ambiguity with other libraries.
  • Double support to Variant, Deserializer, Serializer & JSONValue. Store Lua object attributes accurately as doubles.
  • Support for moving nodes & components between scenes, or creating components “sceneless” and moving into a scene later.
  • Cubemap loading from DDS files.
  • Refactored the object class registration mechanism to store the object’s base class for “Is this class derived from this” queries.
  • Optional “raw” Lua file loading through direct filesystem access for easier debugging.
  • Configurable blend mode in renderpath quad commands.
  • UV coordinates added to raycast results.
  • Allow submitting bare function names instead of full signature to Execute() & DelayedExecute() in AngelScript, similar to specifying event handler functions.
  • Allow negative scale for nodes.
  • Culling camera optimization for viewports, to allow rendering multiple viewports with the same culling data set.
  • Refactor Urho2D animation playback. Add optional Spine support (user must supply Spine runtime.)
  • Refactor Urho2D sprite atlas handling.
  • CollisionShape acquires model resource from StaticModel in same node automatically if collision model undefined.
  • Request the high-power GPU on AMD multi-GPU setups.
  • API for programmatic animation track & keyframe creation.
  • Added AnimationController IsAtEnd() function.
  • Added “remove on completion” mechanism to AnimationController.
  • Added function to remove all components of type to Node.
  • Added GetParentComponent() function to Node.
  • Added resource memory usage stats to DebugHud.
  • Support for ScanDir() on Android.
  • Improve Variant / VariantMap bindings on Lua.
  • Improve internal mechanisms for Lua bindings, e.g. store Urho3D context inside Lua state global table.
  • Improve API for kNet connection stats.
  • Improve AngelScript GetChildrenWithClassName() to return also derived classes.
  • Improve UI tab behavior
  • Improved navigation debug geometry
  • Improve ConvexCast by taking into account CollisionShape’s offset position & rotation.
  • Spline class cleanup & improvements, including linear interpolation mode, and looping Catmull-Rom mode.
  • Refactored JSONValue class to be more JSON-like.
  • Material render order support within a pass.
  • MM_FREE mouse mode, which disassociates cursor visibility from being confined inside the window.
  • Allow doubleclick event in UI over emptiness
  • Make Octree::Raycast() threadsafe.
  • GetGLContext() added to GraphicsImpl on OpenGL to allow the application to perform manual context switching.
  • Fixes for vertex texture fetch on D3D11.
  • Allow optional forced creation of CPU-only vertex & index buffers also in non-headless operation.
  • Unified texture upload behavior: half-float formats need to be provided as such on both D3D & OpenGL. Added float/half-float conversion functions.
  • Automatic generation of intermediate directories in FileSystem::CreateDir().
  • Warn if attempting infinite distance physics raycast. Remove erroneous infinity default value from AngelScript physics raycast bindings.
  • Allow non-strict numeric type to be returned from Variant, e.g. GetFloat() succeeds for an int.
  • Allow to disable PhysicsWorld or PhysicsWorld2D automatic simulation stepping during scene update. When disabled, the physics world can still be stepped manually.
  • Support for manual advancing of value animations.
  • globalVars VariantMap for AngelScript to allow easy cross-ScriptFile parameter passing.
  • Improve ConvexCast() to return distance using the hit fraction.
  • Ensure normalized vertex weights in AssetImporter, and clamp to 4 weights maximum instead of error, by dropping the smallest weights.
  • Configurable layer count in DynamicNavigationMesh to control memory usage.
  • Emscripten ETC1 & PVRTC extension support detection.
  • Emscripten hardware instancing support.
  • emscripten_get_now() for better timer precision and less CPU use.
  • Disable frame limiter Sleep() on Emscripten.
  • Disable audio output in C++ samples where it isn’t necessary.
  • Remove redundant glEnable() / glDisable() calls related to OpenGL texture types.
  • Removed defined_ member variable from BoundingBox, Sphere & Rect in favor of determining the definedness from the bounds being valid.
  • Invalid order checking for Lua binding overloads.
  • Dangerous math class constructors marked explicit.
  • Properly enabled multithreading in GCC/Clang builds.
  • Emscripten toolchain & build related fixes and improvements.
  • Clang tools support in the build.
  • Annotator & script binding extractor skeleton tools in preparation for generated script bindings.
  • Build improvements for CLion IDE.
  • Support Android NDK r10e.
  • Support non-PCH build.
  • Support spaces in path for build.
  • Install d3dcompiler DLL to bin directory for Windows / D3D builds.
  • Improved Urho3D DLL installation logic.
  • More user-friendly operation for missing HTML help compiler or dot.
  • Symlink assets to the build binary directory.
  • Allow installed sample executables to run out-of-the-box on Windows.
  • Reformatting of source code to get rid of indents on empty lines.
  • Script subdirectory in the engine source renamed to AngelScript.
  • Option to build Urho3D without threading (URHO3D_THREADING). Normally disabled on Emscripten but can be enabled for experimental development on browsers with included support.
  • Improved documentation on contributing and 3rd party library policy.
  • Update AngelScript to 2.30.2.
  • Update Assimp to September 2015 revision.
  • Update Bullet to 2.83.6.
  • Editor: setting for new node position preference.
  • Editor: particle editor improvements.
  • Editor: function to assign child nodes into a spline path.
  • Editor: center camera on object with HOME key.
  • Editor: selectable MMB functionality.
  • Editor: language selector and localizations.
  • Editor: Blender hotkeys mode.
  • Editor: HSV color wheel.
  • Editor: event handling refactoring.
  • Editor: 3D debug icons.
  • Editor: make showing IDs optional.
  • Editor: cubemap generation support.
  • Editor: export scene to .obj.
  • Editor: accelerator keys for reset pos/rot/scale.
  • Editor: quickmenu select topmost option with Enter key.
  • Editor: local offset added to spawn editor.
  • Fix missing bindings in navigation / crowd navigation script API.
  • Fix missing Lua bindings for Component class.
  • Fix SplinePath AngelScript bindings.
  • Fix failure to add / remove obstacles due to DetourTileCache queue being full.
  • Fix UI element debug draw.
  • Fix quantized AABB bug with large collision meshes.
  • Fix incorrect viewport size when rendering to both backbuffer & textures.
  • Fix flashing of 2D sprite animations due to misreported animation length.
  • Fix AssetImporter single keyframe animations.
  • Fix GetData() from rendertarget textures on D3D9.
  • Fix handling of lightmap textures in AssetImporter.
  • Fix debug geometry rendering if backbuffer resolve was used.
  • Fix blend mode of Urho2D material getting overwritten.
  • Fix terrain shader quality on mobile devices.
  • Fix partial rendertarget clear on D3D11.
  • Fix URHO3D_PACKAGING build option on Windows shared lib build.
  • Fix PackageFile::GetEntryNames() to return filenames with original case.
  • Fix FXAA3 shader on OpenGL.
  • Fix Depth shader on D3D11.
  • Fix Blur shader.
  • Fix shader code which attempts to use 3D textures on GLES.
  • Fix objects getting removed from physics simulation due to zero Node scale on some axis.
  • Fix line height of included SDF fonts. Fix corrupt rendering if Text3D changes font from SDF to non-SDF or vice versa.
  • Fix inaccurate terrain occlusion.
  • Fix ValueAnimation resource not loading properly.
  • Fix RigidBody2D body type enum.
  • Fix RigidBody2D & CollisionShape2D to be resilient of the add order.
  • Fix Drawable2D’s not using viewmask in rendering & raycast.
  • Fix Quaternion::FromLookRotation() zero cross product case.
  • Fix RigidBody2D custom mass handling.
  • Fix multiple value children created into XMLElement.
  • Fix TmxFile2D loading according to the updated Tiled spec.
  • Fix integer overflow in Random() functions.
  • Fix potentially unreleased Lua function references.
  • Fix UIElement functions that may crash at UI deletion time.
  • Fix mistaken commenting out of GLSL source code.
  • Fix animation “freezing” due to model being invisible while the animation finishes.
  • Fix Graphics::ResolveToTexture() on D3D11, especially for less-than-fullscreen viewports.
  • Fix potential crash or error during animation event processing, if animations are added/removed.
  • Fix potential null pointer access at navmesh destruction time.
  • Fix not allowing collision geometry from multiple CustomGeometries in the same node.
  • Fix space glyph not getting loaded in some fonts.
  • Fix missing resource dependencies tracking when resource autoloading is switched on during runtime.
  • Fix crash on MinGW build with SSE optimizations.
  • Fix windowed / fullscreen switching on Emscripten.
  • Fix missing URHO3D_API specifiers from some classes / structs.
  • Fix improper rounding during TrueType loading, which would displace some glyphs.
  • Fix incorrect bounding box of StaticSprite2D.
  • Fix lost font texture (OpenGL only) not being handled for Text3D.
  • Fix crash with CollisionChain2D with not enough vertices. Allow to create CollisionChain2D in the editor.
  • Fix crash caused by querying HashMap or HashSet while it’s being cleared.
  • Fix erroneous hardware keyboard input on Android.
  • Fix Android MIPS build.
  • Fix UI element layouting changing the user-defined minimum size.
  • Fix crash in 64bit build when opening the console window.
  • Fix potential edge artifacts in dynamically created spritesheets.
  • Fix Spine animation playback thread safety.
  • Fix mouse button release while cursor hidden not releasing drag elements.
  • Fix too heavy-handed skybox shader Z adjustment on GLES, which caused objects to be obscured by the skybox.
  • Fix protected AngelScript class variables showing up as serializable/editable.
  • Fix ResourceRefList serialization bug caused by String::Split() not returning empty strings.

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