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29. January 2020


After 10 months in development, Godot 3.2 has been released.  The release includes dozens of new features including C# support for Android and WebAssembly, glTF2.0 support, a new Android build system and a ton more.

The primary features of the Godot 3.2 release include:

This only represents the top level features, there were a ton of smaller changes and improvements, for a complete list of changes check out the complete changelog.  You can learn more about this release in the video below.

GameDev News


28. January 2020


Unity just released version 2019.3 containing several long awaited packages that are now ready for prime time.  The two programmable pipelines (HDRP and URP) are both considered verified at this point, as are a number of other key packages.

Highlights from the 2019.3 release include;

  • High Definition Render Pipeline now verified
  • Universal Render Pipeline now verified
  • Visual Effect Graph now verified
  • Update UI including new font, icons and better highDPI performance
  • Improved Package Manager including ability to install from git
  • New Asset Database system
  • New Input system
  • Incremental Garbage Collector now no longer experimental
  • DOTS GameObject converter in preview
  • Unity Live Link
  • Havok Physics for DOTS now available
  • Configurable Enter Play Mode optimizations

You can learn more about the features in this release on the Unity blog or by watching the video below.

GameDev News


27. January 2020


The Ursina Engine is a recently released open source Python based 3D game engine.  The Ursina Engine is built on top of the well established Panda3D game engine (learn more here).  Key features of the Ursina Engine include:

* hotreload code/textures/models while in-game
* automatic import of .psd and .blend files
* play in fullscreen while developing
* easy to use mesh class for making procedural geometry
* lots of included procedural 3D primitives

The Ursina Engine is available for Windows, Mac and Linux with the source code available on GitHub under the MIT license.  To get started with the Ursina Engine you need to have Python 3.6 or later installed as well as the pip package manger and git.   Once installed, simply run the command:

pip install git+https://github.com/pokepetter/ursina.git

If you encounter a permissions error, add the –user parameter to the above line.  From the examples, here is the code required to create an application and display a grid:

from ursina import *


app = Ursina()

r = 8
for i in range(1, r):
    t = i/r
    s = 4*i
    print(s)
    grid = Entity(model=Grid(s,s), scale=s, color=color.color(0,0,.8,lerp(.8,0,t)), rotation_x=90, position=(-s/2, i/1000, -s/2))
    subgrid = duplicate(grid)
    subgrid.model = Grid(s*4, s*4)
    subgrid.color = color.color(0,0,.4,lerp(.8,0,t))
    EditorCamera()

app.run()

You can learn more about the Ursina Engine in the video below.

GameDev News


25. January 2020


Over on the Unity blog there is a discussion of the upcoming changes to VR and AR support in Unity 2019.3.  The Unity engine is migrating to a new plugin based framework called the Unity XR SDK.

We have been working to improve our multi-platform offering, enabling direct integrations through a unified plugin framework. The resulting tech stack consists of an API that exposes common functionalities across our supported platforms in a frictionless way for creators while enabling XR hardware and software providers to develop their own Unity plugins. This architecture offers the following benefits:

  • Multi-platform developer tools such as AR Foundation and the XR Interaction Toolkit
  • Faster partner updates from supported plugins via the Unity Package Manager
  • More platforms have access to an interface to leverage Unity’s XR rendering optimizations and developer tools

Unity has developed new XR plugins for our supported platforms as part of this shift. Additionally, we have deprecated our built-in platform implementations in 2019.3.

With the move to a plugin architecture future support for OpenXR will be handled by Valve in the future.  From version 2019.3 onward, GearVR, Daydream and Vuforia will no longer be supported, forcing you to use the Unity 2018 LTS release if you wish to support those platforms.  Additionally Google Cardboard support is ultimately going to be provided by this Google open source project.

In comments there was further details about VR/AR support improvements in the Unity 2019.3:

Hi Felix, Unity’s 2019.3 release is coming soon, and there are new features in XR that will roll out in that update. In 2019.3, we have enabled Vulkan for Oculus Quest, using multiview fixed foveated rendering (FFR). Additionally, the Universal Rendering Pipeline (URP) and High-Definition Rendering Pipeline (HDRP) are both supported in our XR SDK, and will continue to be supported. Lastly, our new XR Plugins are compatible with the new input system. That means if you add the Magic Leap XR Plugin and Input System packages, for example, you will get the controller layouts for Magic Leap devices.

You can learn more about the changes in the video below.

GameDev News


24. January 2020


Tiled, the open source map editing software, just released version 1.3.2.  Along side that release was a development snapshot with new features that will be available in the next release.  If you want learn Tiled we have an in-depth tutorial series available here.

Details of the 1.3.2 release:

  • Fixed initialization of selected layers (#2719)
  • Fixed stamp action shortcuts not being configurable (#2684)
  • Fixed the tileset view to respect the 'wheel zooms by default' preference
  • Fixed insertion position when using drag-n-drop to rearrange layers
  • Fixed displayed layer data format in Properties
  • Fixed repeating of export when map is saved by a custom command (#2709)
  • Fixed issue when multiple worlds are loaded that use pattern matching
  • Issues view can now be hidden by clicking the status bar counters
  • macOS: Fixed black toolbar when enabling OpenGL rendering (#1839)
  • Windows: Fixed context menus activating first item on release (#2693)
  • Windows installer: Include the 'defoldcollection' plugin (#2677)
  • Windows installer: Signed by SignPath
  • libtiled: Avoid inheriting Properties from QVariantMap (#2679)
  • docs: Added some notes to Python and JavaScript pages (#2725)
  • Updated Qt from 5.12.5 to 5.12.6
  • Updated Finnish translation (by Tuomas Lähteenmäki and odamite)
  • Updated part of Italian translation (by Katia Piazza)

As well as details from the developmental release:

Tinting Layers

Layers can now be tinted by multiplying their pixels with a color. This way you can darken or colorize your graphics in various ways without needing to set up separate images for it! The new "Tint Color" property is supported on tile layers, object layers and image layers, and is inherited from group layers.

Object Alignment

Ever since tile objects were added as a feature, their alignment has been inconsistent with the other shapes. Whereas a rectangle had its origin in the top-left, tile objects had their origin in the bottom-left (or even bottom-center, on isometric maps). While useful in some contexts, this inconsistency has annoyed many people over the years.

Now, a new tileset property specifies which alignment to use for tile objects using that tileset. If you set it to top-left, the tile objects will align consistently with the other objects. But of course you could also choose for bottom-center or center alignment depending on your needs.

Object Reference Properties

This change is a big step towards the Connecting Objects feature, which is planned for Tiled 1.4. You can now choose "object" as the type when adding a custom property, and the property will be interpreted as a reference to an object on the map, referring to it by its unique ID. A special dialog makes it easy to search for the object you want to refer to and the name of the referenced object will be displayed.

Tiled is available as a free download for Mac, Windows and Linux here.  The source code for Tiled is available on GitHub.

GameDev News


AppGameKit Studio

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