Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon
17. March 2015

 

MonoGame, the popular cross platform spin-off the now dead XNA framework has just released version 3.3.

 

For the official release notes:

 

This is a short summary of all the changes in this release:

  • Support for vertex texture fetch on Windows.
  • New modern classes for KeyboardInput and MessageBox.
  • Added more validation to draw calls and render states.
  • Cleaned up usage of statics to support multiple GraphicsDevice instances.
  • Support Window.Position on WindowsGL platform.
  • Reduction of redundant OpenGL calls.
  • Fullscreen support for Windows DX platform.
  • Implemented Texture2D SaveAsPng and SaveAsJpeg for Android.
  • Improved GamePad deadzone calculations.
  • We now use FFmpeg for audio content building.
  • BoundingSphere fixes and optimizations.
  • Many improvements to Linux platform.
  • Various fixes to FontTextureProcessor.
  • New Windows Universal App template for Windows Store and Windows Phone support.
  • Many fixes to reduce garbage generation during runtime.
  • Adding support for TextureFormatOptions to FontDescriptionProcessor.
  • XNA compatibility improvements to FontDescriptionProcessor.
  • Resuscitated the unit test framework with 100s of additional unit tests.
  • BoundingFrustum fixes and optimizations.
  • Added VS2013 project templates.
  • Moved to new MonoGame logo.
  • Added MSAA render target support for OpenGL platforms.
  • Added optional content compression support to content pipeline and runtime.
  • TextureCube content reader and GetData fixes.
  • New OpenAL software implementation for Android.
  • Xact compatibility improvements.
  • Lots of Android fixes and improvements.
  • Added MediaLibrary implementation for Android, iOS, Windows Phone, and Windows Store.
  • Added ReflectiveWriter implementation to content pipeline.
  • Fixes to Texture2D.GetData on DirectX platforms.
  • SpriteFont rendering performance optimizations.
  • Huge refactor of ModelProcessor to be more compatible with XNA.
  • Moved NET and GamerServices into its own MonoGame.Framework.Net assembly.
  • Runtime support for ETC1 textures for Androud.
  • Improved compatibility for FBXImporter and XImporter.
  • Multiple SpritBatch compatibility fixes.
  • We now use FreeImage in TextureImporter to support many more input formats.
  • MGFX parsing and render state improvements.
  • New Pipeline GUI tool for managing content projects for Windows, Mac, and Linux desktops.
  • New implementation of content pipeline IntermediateSerializer.
  • All tools and content pipeline built for 64-bit.
  • New documentation system.
  • Implement web platform (JSIL) stubs.
  • Lots of fixes to PSM.
  • Added Protobuild support for project generation.
  • Major refactor of internals to better separate platform specific code.
  • Added MGCB command line tool to Windows installer.

 

Monogame runs on Windows, Mac and Linux and is available for download here.  They have also announced that they are going to a more frequent release schedule, something I always view as a good move.

News


12. March 2015

 

I’ve long been a fan of the Phaser HTML5 game library, as my ongoing tutorial series might indicate.  Somewhat recently Phaser started adding premium commercial plugins.  The most recently added plugin adds support for Box2D, the popular 2D physics based library.  This is a commercial plugin (aka, you’ve got to pay for it.  $65 for premium $45 for standard – only difference is number of samples ), but don’t fret, Phaser still has a number of physics systems built-in that are completely free.

 

Box2D is a feature-rich 2D physics system used by thousands of hit games.

This plugin opens-up the power of Box2D directly within Phaser. It has the same user-friendly approach to its API that the rest of Phaser does, making integration and game development a beeze.

image

It uses the excellent box2d-html5 JavaScript port by Isaac Burns. We found that this library had the best performance of those tested, even on mobile.

Development of the plugin was lead by Box2D experts iForce2D - the company responsible for the excellent Box2D visual editor R.U.B.E

 

See the Box2D Plugin Page for More Details

 

The Download includes

  • Getting Started Guide - You'll be coding in next to no time.
  • 90 Code Examples - From games to core mechanics.
  • API Documentation and Box2D User Manual
  • Free Upgrades
  • License free - Use it in commercial games
  • Ready built and minified source files + grunt scripts
  • Delivered via download from FastSpring.com

Try it out

We've added 40 of the Box2D examples to this site.

Run them, play with them and edit the code to get a feel for how it all works.

 

The full release details are available here.

 

I actually like to see this form of monetization.  Developers need to eat and we want  them working to make better and better products.  Keeping the core free while adding premium but optional features as a premium plug-in seems like a good middle line to me.  The key is to keep developing the core free product at the same rate that commercial plugins are added.

News


12. March 2015

 

I absolutely LOVE version 1.0 releases.  Yeah, it’s just a number but it’s a critical number.  One that says “this is no longer just a toy and we are ready to stand behind it!”.  It’s not really the product that changes, but the attitude attached to it.

 

Well, RoboVM just hit that critical milestone.  What the heck is RoboVM you may be asking, especially if you aren’t a Java/LibGDX developer.  Well, from a game centric perspective, RoboVM is the technology that enables the Java based LibGDX to be run on iOS.  Basically it’s a set of tools that allows you to compile Java code, using the various Java libraries, and have it run on iOS.  If you think “Hey, that sounds a lot like Mono from Xamarin!”.  Well yeah, the Mono VM is basically the same thing for the .NET runtime instead of the Java development stack.

 

Well anyways, RoboVM just turned one yesterday.  Now one really crappy thing about software turning one is that’s often when they start charging for it.  This is “kinda” the case with RoboVM, but not in a bad way.  Basically you can use it as you use it today free of charge.  There are now some value add and support related options for commercial licenses…

 

Heck, why don’t I just post the announcement after all…

 

After months of hard work we are proud to announce our first stable release, RoboVM 1.0! This would not have been possible without the help from our fantastic community who provided feedback, filed issue reports and worked with us to track down bugs. A big THANK YOU to all of the over 2000 beta subscribers!

 

With the 1.0 release, we hope to grow our community even further. For this reason, we’ll also take a look under the hood of RoboVM today, giving newcomers a bit of insight what RoboVM is, how it works, and what our motivation behind it is. If you want to know more, jump to “What’s RoboVM?”

 

What’s new?

Many new features and bug fixes went into 1.0:

  • The debugger has received another round of updates. All JDWP functionality is now implemented.
  • Support for RAM disk caches. This can help speed up the compilation and linking process on slow HDDs.
  • Support for HFS+ file compression. All files put into the cache are now compressed, further speeding up the compilation process and reducing the amount of space used for the RoboVM cache.
  • Initial project template and Maven archetype support.
  • A new Eclipse project wizard, using the templates project
  • Support for invoking tools via robovm.xml. We currently support the TextureAtlas tool, with more to come.
  • Cleanup and simplification of Objective-C bindings, see the binding status page
 
Announcing Commercial Licenses

First off: nothing will change for users of our OSS core! You will continue to be able to create apps without any artificial limitations, free of charge. With our new commercial licenses we add convenience features and support services on top of the OSS core. This will allow us to support our work on the free OSS core and ensure the longevity of the project as a whole.

Our commercial license scale with the size of your business, covering solo developers, startups, SMEs and big enterprises. Depending on your plan, you’ll get access to the following features and services:

  • JDWP compliant debugger for both simulator and on-device debugging
  • Improved crash reporting
  • Private e-mail support, with and without SLA
  • JavaFX support
  • Hotfix support
  • Alpha channel access to new commercial features

Our full pricing information is available at http://www.robovm.com/buy.

Over 2000 developers have subscribed to our beta program over the last few months. You have provided invaluable feedback for which we’d like to thank you with more than just words.

 

All beta users are eligible for a discount of 50% for the solo and startup license tiers (one year subscriptions)! Please sign up for a trial with the e-mail address you used for the beta. We’ll get back to you with a discounted license in the next 14 days!

 
What’s next?

The 1.0 release marks an important milestone for us. But we are far from being done. We’ll continue with our fast paced releases, with the following features scheduled for the near term future:

  • Improved documentation, users guides and screencasts
  • Intellij IDEA & Android Studio integration, a preliminary Gradle-based plugin is available
  • Interface Builder integration (commercial feature)
  • Support for extensions (dynamic libraries) to enable peripherals like Apple Watch
  • Support for statically linking RoboVM into Objective-C apps

 

Exciting times ahead! With all of this out of the way, let’s take a look at what’s under the hood of RoboVM.

 

All told, good news for the LibGDX community and congratulations to RoboVM on the critical release!

News


11. March 2015

 

Copperlicht, a somewhat recently open sourced WebGL game engine has just released version 1.9.

 

Release notes are, shall we say…  terse.  Here they are in the entirity from the Copperlicht forums.

 

Hi,
CopperLicht 1.9 is now available for download. Get it here:
http://www.ambiera.com/copperlic...


Added support for realtime reflecting water surfaces, rendering to textures, inverting the depth test, shader callbacks, pointer lock, and more clearly rendered 2D Overlays.



Have fun with it!

 

Although the archive itself has slightly more detailed release notes:

 

---------------------------------------------
CopperLicht 1.9
---------------------------------------------

- Added realtime reflecting water surfaces.
  There is now a special scene node which renders water surfaces, which can be used to create rivers,
  lakes, and oceans. It is highly configurable, so it can be used to create various,
  realistic looking water surfaces.
 
- Added support for rendering to textures.
  See CL3D.Renderer.setRenderTarget() and CL3D.Renderer.addRenderTargetTexture() for this.

- Added support for inverting the depth test.
  See CL3D.Renderer.setInvertedDepthTest() for this.
 
- Introduced the option to use callbacks for shader settings constants when creating your own materials.

- Full screen with pointer lock now works again on Chrome. Previously, this stopped working
  after Google changed their implementation.

- Fixed 3D sound node to play sound looped even if set to 'play once'

 

Copperlicht is from (one of the?) creator of the popular IrrLicht game engine.  They also have a number of other tools available, such as the CopperCube world editor and irrKlang a cross platform audio library.  It’s one of those products I’ve intended to take a closer look at for some time.

News


3. March 2015

Allegorithmic, makers of the popular Substance 3D painting suite among other products have just announced an excellent new way to purchase their products.

 

They announced a new program, Substance Live, details below were taken from this forum posting:

 

NewImage

 

Basically, like many other packages, you can now subscribe to Substance Designer/Painter for a monthly fee. Then the cool part… once your subscription hits the purchase price… you own the product!

 

Yes folks, rent to own has come to the game dev world, and it’s an awesome thing!  Let’s hope this catches on!

Art News


See More Tutorials on DevGa.me!

Month List