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9. October 2018


Today Mojang announced they will be partially open sourcing the Minecraft game engine, starting today with two key libraries, with additional portions of the game engine being released over time.  The released Java source code is available on GitHub under the MIT open source license.  The two parts released today are composed of Brigadier and DataFixerUpper.


Details from Minecraft.net:

Well, the lovely folks on Stockholm's Minecraft Java team are giving you just that, by opening some of Minecraft's code as libraries so they can be used however you like! Want to use them to improve your Minecraft mods? Great idea! Want to use them for your own projects? Go for it, just don't forget to credit us! Want to use them to help improve pieces of the Minecraft Java engine? Thanks, we really appreciate it!

On Brigadier:

“I’m so proud of that name!” Nathan says. “Brigadier is the name of the command engine that Minecraft uses.” Brigadier is also the first library we've opened up!

“So in the game you can type something like /give Dinnerbone sticks and then that goes internally into Brigadier and breaks it down into pieces. Figures out what are you trying to do with this random piece of text.”

On DataFixerUpper:

“The name is so stupid that we had to keep it,” explains Nathan, unapologetically. DataFixerUpper does exactly what it sounds like, and it's one of the most important parts of the Minecraft game engine. It's also the second library we're opening up!

“The problem that we have in Minecraft, that I’m pretty sure every game has, is that data changes over time,” says Nathan. “we add a thing into Minecraft and then we kind of have to change how we store level data, how we store all the save files and stuff to accommodate it.

On the future:

The Java team will be opening up more libraries soon and we'll update this article when they do. One library under consideration is Blaze3D - a complete rewrite of the render engine that we're aiming to implement for 1.14. For now, why not use your programming expertise with our existing libraries? Don't forget to leave feedback on the GitHub page or reach out to Nathan on Twitter!


The video:

GameDev News


2. October 2018


YoyoGames have just released version 2.2.0 of their seminal GameMaker Studio game engine.  In addition to some bug fixes and improvements, by far the big feature is the full release of the Nintendo Switch export module.

Details from the announcement blog:

This is the full release of our new Nintendo Switch module (although some GMS2 games are already released on the Switch store, which is amazing!) and brings a number of important fixes.

  • See this FAQ for a summary of the Nintendo Switch changes from 2.1.5 to 2.2.0. Note: This link will only work if you have the Switch license

Further changes include a new Preference to automatically log users out when closing the IDE, audio fixes and we changed how the Android NDK build process is done which caused issues with building YYC on specific devices namely API 23 devices when using a newer version of the NDK such as 17b or higher. This change also fixes the issue users were seeing with the error "Unable to find library for armv7l". Note: This change also raises the minimum API level you must set in-game options to 16 (up from 9).

Misc IDE Fixes:

  • Fixed the runtime installation process so it uses fewer temporary drive mappings, which should stop "Z:\manifest" errors.
  • Fixed issues where projects got an asset compiler error and couldn't build because a resource had no audiogroup or texturegroup set.
  • Fixed the macOS Finder dialogue so it now adds the correct file extension onto the filename is chosen when exporting files from the Mac IDE.
  • Fixed an issue where for some users with corrupt installations the sound editor would not open when opening or creating sound resources. Note: The change here is to simply allow the sound editor to open - you still won't be able to play the sound, and instead you will get a dialogue informing of the corrupt install.

You can read more details about this release in the IDE and Runtime release notes.  If you want to learn more about working with GMS 2.0, be sure to check our complete Closer look review.

GameDev News


2. October 2018


MagicaVoxel 0.99.2 was just released and can be downloaded here.  MagicVoxel is a complete free Voxel painting application that just got even better with the 0.99.2 release.  In this release the UI got a lot of love, including slide out and resizable panels, a new clay render option, pixelated illumination and perhaps best of all, a completely scalable UI, making MagicaVoxel much nicer to use on high DPI models.  If you are interested in learning more about MagicaVoxel check out existing hands-on video.  To see the new functionality in 0.99.2 in action, check the video embedded below.

Details of the 0.99.2 release:

  • New Interface
    • Redesigned the interface
    • Slidable and resizable panels
    • SDF font rendering
    • CTRL+Wheel or CTRL+/- to scale UI size
    • a basic object list to show the scene graph, will be improved in future updates
  • Renderer
    • Large Sparse Volume: Sample->Geometry->SV the rendering volume increases to 2048x2048x1024. But the total number of solid voxels is still limited. SV Mode works with cubic voxel only
    • Voxel Shapes: new Clay shape with the previous supported shapes (Lego, Marching Cubes, etc.)
    • World Scale: rectangular voxels
    • Pixelated Illumination: Sample->PX
    • Can show sun disk in the sky; added Ozone attenuation
    • Fix bugs in orthogonal views
    • Voxel shapes and SV mode will be improved in future updates
  • Palette
    • CTRL+Drag: swap (move) color
    • CTRL+SHIFT+Drag: duplicate color
    • cmd pal sort [+-hsvrgb]: sort palette colors (e.g. pal sort vsh)
  • Voxel Shader
    • add xs_shader in config.txt
    • can execute subfolder shaders: xs sub/poly


Video

Art GameDev News


1. October 2018


Since Phaser 3 was released back in February it has seen a rapid release schedule, bringing it to todays 3.14 (Happy Pie day!) release.  Phaser 3 is a complete HTML5 based game engine built on top of a redisigned modern renderer.  If you are interested in learning more about using Phaser 3, check out our getting started video, also embedded below.  One major part of the 3.14 release is support for the recently released Tiled 1.2 map editor.


Details of the release from the Phaser change log:

What's New in 3.14.0?

Tilemap New Features, Updates and Fixes
  • Both Static and Dynamic Tilemap layers now support rendering multiple tilesets per layer in both Canvas and WebGL. To use multiple tilesets pass in an array of Tileset objects, or strings, to the createStaticLayer and createDynamicLayer methods respectively.
  • Tilemap.createStaticLayer now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
  • Tilemap.createDynamicLayer now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
  • Tilemap.createBlankDynamicLayer now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
  • Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037 (thanks @thisredone)
  • Tilemap.getTileset is a new method that will return a Tileset based on its name.
  • ParseTilesets has been rewritten so it will convert the new data structures of Tiled 1.2 into the format expected by Phaser, allowing you to use either Tiled 1.2.x or Tiled 1.1 JSON exports. Fix #3998 (thanks @martin-pabst @halgorithm)
  • Tilemap.setBaseTileSize now sets the size into the LayerData baseTileWidth and baseTileHeight properties accordingly. Fix #4057 (thanks @imilo)
  • Calling Tilemap.renderDebug ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061 (thanks @Zax37)
  • Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026 (thanks @JasonHK)
  • The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 (thanks @jdotrjs)
  • If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017 (thanks @s-s)
  • If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 (thanks @nkholski)
  • StaticTilemapLayer.tileset is now an array of Tileset objects, where-as before it was a single reference.
  • StaticTilemapLayer.vertexBuffer is now an array of WebGLBuffer objects, where-as before it was a single instance.
  • StaticTilemapLayer.bufferData is now an array of ArrayBuffer objects, where-as before it was a single instance.
  • StaticTilemapLayer.vertexViewF32 is now an array of Float3Array objects, where-as before it was a single instance.
  • StaticTilemapLayer.vertexViewU32 is now an array of Uint32Array objects, where-as before it was a single instance.
  • StaticTilemapLayer.dirty is now an array of booleans, where-as before it was a single boolean.
  • StaticTilemapLayer.vertextCount is now an array of integers, where-as before it was a single integer.
  • StaticTilemapLayer.updateVBOData() is a new private method that creates the internal VBO data arrays for the WebGL renderer.
  • The StaticTilemapLayer.upload() method has a new parameter tilesetIndex which controls which tileset to prepare the VBO data for.
  • The StaticTilemapLayer.batchTile() method has a new parameter tilesetIndex which controls which tileset to batch the tile for.
  • StaticTilemapLayer.setTilesets() is a new private method that creates the internal tileset references array.
  • DynamicTilemapLayer.tileset is now an array of Tileset objects, where-as before it was a single reference.
  • DynamicTilemapLayer.setTilesets() is a new private method that creates the internal tileset references array.
New Features
  • bodyDebugFillColor is a new Matter Physics debug option that allows you to set a color used when drawing filled bodies to the debug Graphic.
  • debugWireframes is a new Matter Physics debug option that allows you to control if the wireframes of the bodies are used when drawing to the debug Graphic. The default is true. If enabled bodies are not filled.
  • debugShowInternalEdges is a new Matter Physics debug option that allows you to set if the internal edges of a body are rendered to the debug Graphic.
  • debugShowConvexHulls is a new Matter Physics debug option that allows you to control if the convex hull of a body is drawn to the debug Graphic. The default is false.
  • debugConvexHullColor is a new Matter Physics debug option that lets you set the color of the convex hull, if being drawn to the debug Graphic.
  • debugShowSleeping is a new Matter Physics debug option that lets you draw sleeping bodies at 50% opacity.
  • Curves.Ellipse.angle is a new getter / setter that handles the rotation of the curve in degrees instead of radians.
Updates
  • The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049 (thanks @pantoninho)
  • Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'. This update also impacts the Polygon Shape object, which can now also take this format as well.
  • The poly-decomp library, as used by Matter.js, has been updated to 0.3.0.
  • Matter.verts, available via this.matter.verts from within a Scene, is a quick way of accessing the Matter Vertices functions.
  • You can now specify the vertices for a Matter fromVerts body as a string.
  • TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check.
  • The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058 (thanks @hollowdoor)
  • Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call. This means if you change the origin of an AP enabled Game Object, after creation of the body, it will be reflected in the body position. This may or may not be a breaking change for your game. Previously it was expected that the origin should always be 0.5 and you adjust the body using setOffset, but this change makes a bit more sense logically. If you find that your bodies are offset after upgrading to this version then this is likely why. Close #4052 (thanks @SolarOmni)
  • The Texture.getFramesFromTextureSource method has a new boolean argument includeBase, which defaults to false and allows you to set if the base frame should be returned into the array or not.
  • There is a new Animation Event that is dispatched when an animation restarts. Listen for it via Sprite.on('animationrestart').
  • All of the Animation Events now pass the Game Object as the final argument, this includes animationstart, animationrestart, animationrepeat, animationupdate and animationcomplete.
  • Curves.Ellipse.rotation is a getter / setter that holds the rotation of the curve. Previously it expected the value in degrees and when getting it returned the value in radians. It now expects the value in radians and returns radians to keep it logical.
  • Set.size will now only set the new size if the value is smaller than the current size, truncating the Set in the process. Values larger than the current size are ignored.
  • Arcade Physics shutdown will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date.
  • Text.setFont, Text.setFontFamily, Text.setFontStyle and Text.setStroke will no longer re-measure the parent Text object if their values have not changed.
Bug Fixes
  • GameObjects added to and removed from Containers no longer listen for the shutdown event at all (thanks Vitali)
  • Sprites now have preDestroy method, which is called automatically by destroy. The method destroys the Animation component, unregistering the remove event in the process and freeing-up resources. Fix #4051 (thanks @Aveyder)
  • UpdateList.shutdown wasn't correctly iterating over the pending lists (thanks @felipeprov)
  • Input detection was known to be broken when the game resolution was !== 1 and the Camera zoom level was !== 1. Fix #4010 (thanks @s-s)
  • The Shape.Line object was missing a lineWidth property unless you called the setLineWidth method, causing the line to not render in Canvas only. Fix #4068 (thanks @netgfx)
  • All parts of Matter Body now have the gameObject property set correctly. Previously only the first part of the Body did.
  • When using MatterGameObject and fromVerts as the shape type it wouldn't pass the values to Bodies.fromVertices because of a previous conditional. It now passes them over correctly and the body is only set if the result is valid.
  • The Texture.getFramesFromTextureSource method was returning an array of Frame names by mistake, instead of Frame references. It now returns the Frames themselves.
  • When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 (thanks @kanthi0802)
  • Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames (thanks @sergeod9)
  • Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 (thanks @Quinten @hsan999)
  • If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 (thanks @garethwhittaker)

GameDev News


28. September 2018

In Unity 2018, Unity released a new programmable graphic pipeline.  Alongside this release they implemented two pipelines, the new HD pipeline and the Lightweight Render Pipeline(LWRP).  Today they released a new version of the LWRP, 4.0.0 preview.  If you are using the existing lightweight pipeline in your project be sure to pay close attention as there are code breaking changes in this release.  This release includes a switch to physically based lighting that will see lighting reduced from three render passes to one.  The forward renderer in the LWRP also has the ability to reduce draw calls by half.

Details of the new pipeline from the Unity blog:


This version changes the light attenuation computation to be physically based. This change means that you don’t have to increase the range of your light to control the attenuation. Instead, you should control the attenuation with the light intensity. Baked GI has changed to match the realtime attenuation. When you upgrade to LWRP 4.0.0-preview, it is likely that you have to upgrade your light settings as well.


We are pushing work to have LWRP out of preview as soon as possible. Therefore for this version, we focused most of our time in API design to implement much feedback we received over the past months and evolve both our C# and shader API to be more easy to use, extensible and flexible.


This version introduces API breaking changes. Breaking changes are the reason we bumped the major version number. If you didn’t fork LWRP or authored custom shaders without using ShaderGraph, upgrading your shaders to this version requires some work. We apologize for the nuisance, but this is required so we can evolve. Once out of preview, there won’t be any more breaking changes.


Please check the changelog to help you upgrade shaders to version 4.0.0-preview and reach out in this thread with upgrading issues so we can help you.

Be sure to watch the following video for details on how to install and configure the 4.0.0 preview LWRP.

GameDev News


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