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Unity 2017 Beta Program Launched

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With the release of Unity 5.6, Unity have switched to a new naming convention with the next release being Unity 2017.  They just announced that Unity 2017.1b Beta is now available.  Be aware that this release is a beta and should not be used for production development, expect bugs and warts.  This release brings major new functionality including improved cut-scene tools, 2D improvements including sprite masking and a new physics shape editor.  FBX importing, animations and particle systems have also been improved.

More details from the announcement:

Tools for storytelling

2017.1 beta introduces Timeline and Cinemachine.

Timeline is a powerful new visual tool that allows you to create cinematic content (like the Adam short film). You can use it to cut scenes, create gameplay sequences and much more, by orchestrating your game objects, animations, sounds and scenes.

Cinemachine brings an advanced camera system that enables you to compose your shots like a movie director, including using real world camera settings and simple directions like “follow the head of the character.”

Timeline’s track-based sequencing tool and Cinemachine’s smart cameras system bring storytelling to artists who can now create stories focusing on the art direction, not the implementation details.

 

2D improvements

Following up on the major 2D feature improvements in 5.6, we are introducing 2D Sprite masking, which enables you to use masks with Sprites to create new kinds of effects.

Management of Sprites and Atlases have also been made easier by introducing the Sprite Atlas asset, which gives the developer more control on how to pack sprites and access them at runtime.

Another example of a workflow improvement is the addition of the Physics Shape Editor to the Sprite Editor, which allows you to create and edit a custom physics shape for a Sprite, which will then be used when  generating collider shapes with a PolygonCollider2D Component.

Scene and Asset Bundle Loading Improvements

We made several improvements to loading in-game scenes and Asset Bundles. The changes to the underlying architecture make the loading of scenes and Asset Bundles faster resulting in a smoother player experience.

Model Importer improvements

FBX import in Unity now supports Segment Scale compensation for models exported from Maya. We also added the option of computing weighted normals when importing FBX files and fixed normal generation for hard edges. Lights and cameras are now imported from FBX files, and visibility properties (including animation) can also be imported.

Particle system improvements

Even more features and improvements will be made available for the particle system, including culling mode with tooltip messages, edit modes for particle system collision mode planes, as well as several other improvements to collisions and physics.

Animation Improvements

Animation windows have been updated to improve the keyframing workflow of working with animations and interacting with animator state-machines. Performance Recording will be provided as an experimental release.

Collaborate

Collaborate is a simple way for teams to save, share, and sync their Unity project, regardless of location or role. In 2017.1 we will continue to improve the workflow with new features like browser integration and the ability to publish selectively.

 

The beta installer is available for download here.


Krita 3.1.3 Released

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Krita is a free and open source paint package that is rapidly improving as of late.  Today they released Kritia 3.1.3, a relatively minor release. 

New features in this release include:

  • implement context menu actions for default tool (cut, copy, paste, object ordering)
  • added option to allow multiple instances of krita (BUG 377199)
  • scale around pivot point added

The ability to run multiple instances is a huge addition to me; I can’t stand when applications limit you to only one running copy at a time, greatly limiting concurrent workflow.  In addition to these three new features, there are also a few dozen bug fixes, including:

  • Fix eraser switching back to the brush after flipping the stylus (BUG 375878) Krita
  • Fix the OpenGL crash detection and show Intel warning earlier
  • Fix the High DPI switch
  • Improve how you select brush spacing so it is easier to slide to a value
  • Fix right-button popup menus in tools when using Tablet Stylus (BUG 344878)
  • Added layer thumbnail on the animation timeline while hovering
  • Improvements to undo and the swap operation save memory
  • Fix when sometimes layer says “group not editable” (BUG 376214)
  • Fix slow down when changing of the smoothing options (BUG 375882)
  • Fix crash when closing an image right during the transformation operation
  • Fix a crash when switching tools while running the color picker (BUG 373883)
  • Update to Spriter plugin
  • Fix resetting the paint device cache (BUG 374142)
  • Upgrade the layer to an animated one when the first frame is added (BUG 377176)
  • Warn the artist when saving a read-only file (BUG 376098)
  • All file layers to be merged (BUG376613)
  • Add user feedback when locking for drag and drop between images (BUG 376382)
  • Fix potential crash when dragging and dragging large layers between images (BUG 376382)
  • Don’t crash if there is no proofing color space (BUG 376311)
  • Fix a crash when the layer gets changed to quickly during moving animation (BUG 377614)
  • Fix loading of some animation files
  • Port animation frames to use strokes (BUG 37696)
  • Update calligraphy tool icon
  • Fix removing color labels from multiple frames (BUG 374746)
  • Add a warning dialog when a person is potentially saving a corrupted image (BUG 361883 BUG 378681)
  • Fix updates to assistants when the brush outline is disabled (BUG 377952)
  • Fix for loading the display settings
  • Fixed a potential crash when merging layers with pass-through mode
  • Fixed flattening and merging of pass-through lode layers
  • Fix crash when double clicking on a polyline object (BUG 376497)
  • Fix frame offset when dragging and dropping between layers
  • Updated default settings for liquify tool (thanks David Revoy)
  • Fix issues with saving layer styles and vector layers.
  • Fix rending a sequence of one animation frame
  • Show the on-canvas message by default since mirror view needs it (BUG 346014)
  • Fix for converting floating point channel depth to 8 bit integers with PNG format (BUG 375217)
  • Fix crash when a file layer is deleted (BUG 376993)
  • Make lens blur work when using Krita in another language than English (BUG 376262)
  • Fix memory leak in PNG converter (BUG 378134)
  • Update tooltips for play and stop in animation docker
  • Convert the pasted clip color space when the option is set (T5367)
  • Fixes for loading ORA file types
  • Fix for updating title of document when changing document title (BUG 374389)
  • Fix activating next/previous layer shortcut for layer groups which are invisible
  • New icon for transform from pivot point
  • Show layer color labels in timeline docker
  • Use the name of the filter when creating a filter mask from the filter dialog instead of “effect”
  • Don’t cover startup dialogs (for instance, for the pdf import filter) with the splash screen
  • Fix a race condition that made the a transform mask with a liquify transformation unreliable
  • Fix canvas blackouts when using the liquify tool at a high zoom level
  • Fix loading the playback cache
  • fix with dragging when shift is selected (BUG 373067)
  • Use the native color selector on OSX: Krita’s custom color selector cannot pick screen colors on OSX
  • Set the default PNG compression to 3 instead of 9: this makes saving png’s much faster and the resulting size is the same.
  • Fix a crash when pressing the V shortcut to draw straight lines
  • Fix a warning when the installation is incomplete that still mentioned Calligra
  • Make dragging the guides with a tablet work correctly
  • Pressing and releasing a modifier key now updates the cursor instantly

 

Krita is available for download here.

Defold 1.2.103 Released

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The Defold Game Engine just saw release 1.2.103.  Perhaps the biggest new feature of this release is the ability to compile Java sources for use in Native Extensions.  Of course the release also contains several bug fixes.  If you’ve never heard of Defold, it’s a Lua powered 2.5D game engine that’s free to use.  If you want to learn more, we did a complete tutorial series available here.

 

Details of this release from the release announcement:

Engine
  • DEF-2543 - Added: Java compilation and Android resources in Native Extensions.
  • DEF-2630 - Added: Support for native extension app manifest.
  • DEF-1520 - Added: Support for configurable trigger overlap capacity.
  • DEF-1360 - Fixed: Texture packer improvements.
  • DEF-2660 - Fixed: Keyable draw order for spine scenes.
  • DEF-2668 - Fixed: Issue where UIWindow and EGLContext pointers were always null.
  • DEF-2665 - Fixed: Bundle bug where incorrect debug/release version was bundled.
  • DEF-2647 - Fixed: GUI Spine callback crash.
  • DEF-2658 - Fixed: Template node randomly selected.
  • DEF-2672 - Fixed: Unable to load texc_shared library in Editor 1.
Documentation
  • All manuals, tutorials and FAQ have been moved to a public GitHub repository.
  • Added a new shader tutorial.
  • Both API documentation and manuals has been updated with user submitted changes. Thanks to Ross Grams, Alexey Gulev and jfrangoudes!

Click here to get started with Defold.

Unreal Engine Release 4.15.2 Hotfix

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Hot on the heals of the 4.16 preview release, Epic have released a hotfix for the 4.15 branch.  The major purpose behind this fix is to work toward resolving D3D Hung crashes while enabling additional NVidia GPU diagnostics.  To support these new diagnostic features however, you need to update to a newer NVidia driver.  More details on the GPU Hang bug are available here.  This hotfix also addresses the following issues:

Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option
Fixed! UE-42207 SVN SASL binaries may be causing crashes for some users
Fixed! UE-42911 Reflection capture crash in FindOrAllocateCubemapIndex
Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215]
Fixed! UE-43279 Crash launching QAGame onto Windows
Fixed! UE-42920 Regression in Gaussian and Circle DOF
Fixed! UE-43443 GC Clustering broken for USoundWave assets (crash)
Fixed! UE-43028 UnrealVS is not working in Visual Studio 2017
Fixed! UE-43888 GitHub 3475 : Added a gitignore exception for automation files.
Fixed! UE-43608 EDL in 4.15 may not be fully safe and should be disabled by default
Fixed! UE-43346 Crash in Packaged Game When Using Gameplay Tags
Fixed! UE-42547 Removing a key from a Enum Map variable causes duplicate keys to remain
Fixed! UE-43928 FBlackboardKeySelector filters cause invalid argument assert
Fixed! UE-42759 Vulkan is crashing on S7 Mali
Fixed! UE-42184 IAP failed to read purchase
Fixed! UE-41313 Failed to compile C++ Code project, for iOS/tvOS in Development, in Xcode 8.3 beta 1
Fixed! UE-44029 FRepChangelistState leaks memory
Fixed! UE-44470 Compile failure packaging code project for tvOS from Mac
Fixed! UE-43454 Add Aftermath support to UE4Editor

 

As always, the fix is available for download using the Epic Game Launcher.

Simplygon Connect Now Free

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Microsoft recently purchased the company behind Simplygon, a tool for creating quality lower resolution versions of high polygon meshes.  One of the nice things about Microsoft acquiring a company is, if they don’t kill it off outright, they often make it available for free.  That is exactly what has happened with Simplygon Connect.  Here are the details on the two versions available.

image

 

Head over to the developer portal, sign in (I used my existing Live account) and the following downloads are available.

image

 

In addition to the above downloads, Simplygon is already supported inside Unreal Engine.

Details on the limitations between the Connect version and the offline version are scarce, and the site seems to completely lack an FAQ or additional information.  The obvious difference is 1 node vs 10 on the commercial version, however I have no idea what a node actually is.  The other obvious differences is the commercial version supports Windows 8 as well as 10, has the ability to supress automatic updates and email support is available.  The free version is limited to Windows 10.  I am currently downloading the SDK to see if additional information is available, however their servers seem to be absolutely crawling at the moment.

GameMaker Studio 2.06 Released

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YoyoGames have just released GameMaker Studio 2.06.  The update brings new functionality to the built in image editor ( trim, reverse frames and colour remove ).  New touch gestures have also been added, rotate and pinch.  This release also marks the first release with feature parity between the Windows and newly released Mac versions.  Additionally the Mac version now automatically installs and downloads Mono if it is not already installed.

 

Details from the press release:

The GameMaker Studio 2 update will increase developer productivity with new image editor tools and Visual Studio 2017 compatibility, while user-interface changes to the Resource Tree will imagedecrease some occurring issues from the launch version. 2.06 also includes some necessary bug fixes to ensure users receive the smoothest GameMaker Studio 2 experience possible. For more information about each fix and feature coming in the GameMaker Studio 2 2.06 update, please visit: https://www.yoyogames.com/gamemaker/releasenotes

GameMaker Studio 2 for Windows PC is available as a free trial download and can be purchased through YoYo Games’ website and Steam starting at $99.99. Users of GameMaker Studio can still upgrade to GameMaker Studio 2 at a 40 percent discount until May 31, 2017. Developers interested in providing feedback to the Mac IDE can send an email to helpdesk@yoyogames.com with the subject line “Mac IDE Closed Beta” and provide their full name, country and Mac specifications (including OS version) to be considered an invite.

Construct 3 Free For C3Jam On Newgrounds

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Construct 3 is the recently released version of the Construct 2D game engine.  If you are interested in trying it out right now might be the ideal time as all functionality is enabled for free until May 28th for the C3Jam hosted on Newgrounds.  If you are interested in learning more about Construct 3, be sure to check out our hands-on video available here and embedded below.

The game jam rules require you to use the Construct 3 game engine obviously, with the following requirements as well:

1) Your game must be based on original material, for example you can't use Mario sprites.
2) Your game must not contain unlicensed audio / music.
3) You may work with artists and musicians to support your project!

The theme for this game jam is "Good Things Come in Threes."  You can read more about the game jam and Construct 3 engine on the Scirra blog.

Even if you aren't interested in participating in the game jam, this is perhaps the perfect opportunity to give Construct 3 a try.

LWJGL 3.1.2 Released

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LWJGL, the Light Weight Java Game Library, just released version 3.1.2.  LWJGL is series of low level language bindings to critical game development related APIs such as OpenGL and OpenAL.  LWJGL is the underlying technology Java libraries such as LibGDX and jMonkeyEngine depend on for desktop targets.  The 3.1.2 release brings several new fixes and features, including new VR oriented library bindings.

 

Details from the release log:

Bindings
  • Added OpenVR bindings.
  • Added Tiny OpenEXR bindings.
  • Added Yoga bindings.
  • bgfx: Updated to API version 41 (up from 34)
  • glfw: Updated to pre-release 3.3.0 version (up from 3.2.1). Includes many fixes and new features:
    • Last error code query (glfwGetError)
    • Requesting attention from the user (glfwRequestWindowAttention)
    • Platform dependent scancodes for keys (glfwGetKeyScancode)
    • Window maximization events (glfwSetWindowMaximizeCallback)
    • Window attribute modification (glfwSetWindowAttrib)
    • Joystick hats (glfwGetJoystickHats)
    • Library initialization hints (glfwInitHint)
    • Headless OSMesa backend
    • Cursor centering control (GLFW_CENTER_CURSOR)
    • macOS: Cocoa hints (GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_COCOA_FRAME_AUTOSAVE, GLFW_COCOA_GRAPHICS_SWITCHING, GLFW_COCOA_CHDIR_RESOURCES, GLFW_COCOA_MENUBAR)
    • macOS: Vulkan support via MoltenVK
    • X11: Moved to XI2 XI_RawMotion for disabled cursor mode motion input
    • EGL: Added support for EGL_KHR_get_all_proc_addresses and EGL_KHR_context_flush_control
  • jemalloc: Updated to 4.5.0 (up from 4.4.0)
  • LibOVR: Update to 1.14.0 (up from 1.10.0)
  • lmdb: Updated to 0.9.20 (up from 0.9.18)
  • NanoVG: Added support for fallback fonts.
  • nuklear: Updated to 1.37.0 (up from 1.29.1, with the new versioning)
  • OpenAL: Added AL_SOFT_source_resampler extension.
  • stb
    • Updated stb_dxt to 1.0.6 (up from 1.0.4)
    • Updated stb_easy_font to 1.0 (up from 0.7)
    • Updated stb_image to 2.15 (up from 2.13)
    • Updated stb_image_resize to 0.94 (up from 0.91)
    • Updated stb_image_write to 1.05 (up from 1.02)
    • Updated stb_perlin to 0.3 (up from 0.2)
    • Updated stb_rect_pack to 0.11 (up from 0.10)
    • Updated stb_truetype to 1.15 (up from 1.12)
    • Updated stb_vorbis to 1.10 (up from 1.09)
  • tinyfiledialogs: Updated to 2.8.3 (up from 2.7.2)
  • Vulkan: Updated to 1.0.49 (up from 1.0.38)
Improvements
  • MemoryStack: Increased default stack size to 64kb (up from 32kb)
  • Shared library loading can now utilize a ClassLoader specified by the caller. (#277)
  • Significantly reduced DEBUG_MEMORY_ALLOCATOR and DEBUG_STACK overhead in Java 9 using the new StackWalker API.
  • Migrated windows builds to appveyor and updated to Visual Studio 2017 (up from 2015)
  • EGL: The core API now includes javadoc links to the Khronos references pages
  • OpenGL ES: The core API now includes javadoc links to the Khronos references pages
Fixes
  • Assimp: Struct member nullability fixes
  • Linux: Removed dependencies to newer GLIBC versions.
  • LibOVR: Fixed layout of the ovrInputState struct.
  • OpenAL: Removed buffer auto-sizing from alcCaptureSamples. The number of samples must now be specified explicitly, similar to alcRenderSamplesSOFT.
  • Vulkan: Function addresses are now retrieved only once, using the optimal method for each function type.
    • This avoids warnings on pedantic validation layers.
  • Fixed callback invocation bugs on 32-bit architectures.
  • Fixed various javadoc formatting issues (#308)
Breaking Changes
  • Mapped more integer parameters and return values to Java boolean, that were missed while working on #181.
    • Xlib's Bool
    • OpenCL's cl_bool
    • DynCall's DCbool
  • Moved JNI global reference functions from MemoryUtil to the generated org.lwjgl.system.jni.JNINativeInterface.
  • The Vulkan capabilities have been split into two classes: VKCapabilitiesInstance and VKCapabilitiesDevice.
    • Flags for core Vulkan versions exist in both classes.
    • Flags for instance extensions exist only in VKCapabilitiesInstance.
    • Flags for device extensions exist only in VKCapabilitiesDevice.
    • Functions that dispatch on VkInstance or VkPhysicalDevice exist only in VKCapabilitiesInstance.
    • Functions that dispatch on VkDevice and device-derived handles exist only in VKCapabilitiesDevice.
    • Bootstrapping functions can be retrieved with VK.getFunctionProvider().

Amazon Release Massive Starter Game For Lumberyard

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Amazon have just released a comprehensive new starter game for their Lumberyard game engine, a fork of the AAA CryEngine.  This new example is a complete 3rd person view title with high quality production values authored by Climax Studios, the developer behind Silent Hills: Shattered Memories and the Assassin’s Creed Chronicles series of games.   This new demo game is critical, as several underlying systems in Lumberyard have changed, making this the primary example of how modern Lumberyard development is done.  Details of the release from the Lumberyard blog:

We first gave you a glimpse of Starter Game at GDC 2017, and now we’re happy to give you the entire project for free, including full source and assets. Whether it serves as inspiration for a game of your own, or as a way of learning Lumberyard’s features, Starter Game is another tool for helping you reach your game dev goals.

Watch this video on how to download and install Starter Game.

In many ways, Starter Game started with you. We heard your requests for more sample content—please keep that great feedback coming by the way!—and then looked for ways to incorporate features from 1.9. So we started working with Climax Studios, known for their great work onLYSilent Hill: Shattered Memories and the Assassin’s Creed Chronicles series. With Climax’s decades of experience, and your great suggestions, Starter Game was born.

One feature that Starter Game leverages in particular is our new Component Entity system, which was recently updated in 1.9. This system provides a modular and intuitive way of constructing game elements, helping you create complex entities faster and with minimal effort. Starter Game uses the Component Entity system wherever possible, including Player Control, AI, UI and Particles. It also shows how this new system can be used in conjunction with legacy tools and APIs (e.g. terrain brush, FlowGraph, etc.), freeing you to adopt new features as you see fit.

In addition to components, another request we got from developers was to include an example of bipedal locomotion, since humanoids are the most common form of player characters. Enter Jack: the fully modifiable, two-legged robot of Starter Game, complete with a trailing third-person camera. You can learn from Jack’s setup, tweak parameters to change the feel, and bring it into your game to accelerate your prototyping. Jack also utilizes AimIK, an inverse kinematics system to point the held-weapon appropriately at targets, without creating bespoke animations. Thanks to AimIK’s procedural generation, you won’t need to create individual animations for every single angle or posture, saving you time and effort.

 

With all of the recent changes in Lumberyard, including the launch of this new sample game, I have decided to take another hands on look at the Lumberyard game engine, available here and embedded below.

Defold Engine 1.2.104 Released

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Version 1.2.104 of the Defold game engine was just released.  The primary new feature is the ability to do PUT and HEAD requests using the http.request object.  In addition there are a number of fixes and improvements.  The Defold game engine is a mobile focused Lua powered 2D game engine.  If you are interested in learning more, we have a complete tutorial series available here.

 

Details from the release announcement:

Engine
  • DEF-2468 - Added:http.request supports PUT and HEAD.
  • DEF-2702 - Fixed: Index out of range when spine draw order slot exceeds mesh count.
  • DEF-2692 - Fixed: Spine blending fixes for draw order animations.
  • DEF-2661 - Fixed: Reverse hashing usage in Collection factories to not impact performance.
  • DEF-2689 - Fixed: Engine crash when async loading is in progress during engine quit.
  • DEF-2566 - Fixed: GUI functions new_texture, delete_texture and set_texture_data now also accept hash.
Native Extension Server
  • Fixed so that packages/classes provided by Jar libraries can be imported in Java sources.
  • Fixed missing usage of compiler and link flags for Android builds.
Documentation
  • New Color grading post processing shader tutorial4.
  • Merged large pull request from @ross.grams containing proofread pass on all manuals.

Banshee Game Engine Update

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Banshee is an in development C++ powered 3D game engine with an editor.  Written in modern C++14 with a comprehensive editor and supporting Vulkan rendering, Banshee3D is a project with a lot of potential. Two things impress me about Banshee3D, how fast it’s progressing and the fact it’s the work of a single guy.  He just updated on /r/gamedev the recent developments the editor has undergone.

  • Physically based renderer - About 70% complete. See link below for an early screenshot.
  • C++ framework - I plan to release the entire engine core under the MIT license. It will be usable as a pure C++ gamedev framework similar to SFML/SDL but with a larger scope.
  • Documentation enhancements - Over a HUNDRED new manuals have been added. image
  • Unified shading language - New unified shading language allows you to develop shaders that work on DirectX, OpenGL and Vulkan, while also supporting high level concepts not available in HLSL/GLSL.
  • Automatic script binding generation - Automatic code generation support for script bindings ensures C# API can now nearly transparently match the C++ API, as well as opening the door for easy addition of new scripting languages.
  • First stable release - Planned for late 2017/early 2018.

You can get a great deal more information from this blog post.  When Banshee 0.3 was released we did a hands-on walkthrough of the Banshee game engine available here and embedded in the video below.

Unreal Engine 4.16 Released

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Unreal Engine 4.16 was released today.  As is typical with Unreal Engine releases, this one is packed with new functionality and improved performance on mobile and console platforms.  This release adds new Volumetric Fog effects, a new lighter rigid body and cloth simulation tool.  This release also adds support for the Nintendo switch, as well as launching not just one, but two new audio engines.  Details of the new release:

 

What's New

Unreal Engine 4.16 includes exciting new rendering and animation features, significant performance improvements for mobile and console platforms, and tons of quality of life enhancements that will make it even easier to make stunning environments and engaging experiences that run smoothly on a wider variety of platforms.UE4


Enhance the mood of your environments using the amazing new Volumetric Fog feature, which can be enabled to automatically render realistic fog and smoke effects with consistent lighting anywhere in a scene, even at a large scale.


Breathe life into your characters using new dynamic lightweight rigid body and low level cloth simulation tools! Take greater control of the flow of movement using Animation Modifiers, spline IK solver, updated Pose Driver, and many other improvements to the Animation system.


Garbage Collection is now twice as fast! UI rendering performance and UMG widget creation speed are vastly improved to enable you to create even more compelling interfaces. Interfaces and workflows for VR Mode, Animation, Sequencer, and other tools have been updated to make your development process more streamlined than ever before.


Support for Nintendo Switch is fully-featured and ready for production in 4.16! Epic Games has teamed up with Nintendo to release the full UE4 source code for Nintendo Switch to approved developers for free. To learn more about how to get started, read more here.


DirectX 12 is now the default renderer for Xbox One, bringing both performance and feature enhancements to platform support in the engine. In addition, you can now develop HTML5 games using WebAssembly and WebGL 2, and this new path will continue to improve in UE4.


For mobile, the Android virtual keyboard is now supported, and runtime permissions have been exposed to both Blueprint and code. Plus, we have made even more strides to reduce executable sizes for mobile apps!

 

Check the full release notes for a great deal more information.  As always you can download the new release using the Epic Game Launcher.

Tiled 1.0 Released

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Tiled, an open source 2D map editor, finally hit the 1.0 milestone release.  As expected from a major point release, this one is loaded with new features.  External tilesets, text objects, grouping of layers are perhaps the largest new features, there are however dozens more.  If you areTiled interested in learning more about Tiled, we have done a comprehensive set of tutorials to get you started.


Details from the release notes:

Changelog

Many more improvements were made, here is the full list:

  • Added support for editing external tilesets (#242)
  • Added a text object with configurable font and wrapping (#1429)
  • Added layer grouping (#1038)
  • Added Tile.type and inherit tile object properties from the tile (#436, #1248)
  • Added a start page
  • Added selection of underlying objects with Alt modifier (by Yuriy, #1491)
  • Added an option to disable safe writing of files (#1402, #1404)
  • Added invert selection action (by Leon Moctezuma, #1423)
  • Added support for isometric terrain overlays and tile collision objects (#419, #757)
  • Added 180-degree symmetry mode to terrain brush with Alt modifier
  • Added short and consistent map format names to use with --export-map (by Marce Coll, #1382)
  • Added Swap Tiles action (by Alexander Münch, #866)
  • Added tileset background color property (#227)
  • Added 60 degree tile rotation support for hexagonal maps (by Victor Nicolaichuk, #1447)
  • Added a check for duplicates when adding tiles (by Simião, #1227)
  • Added option to run commands from menu as well as edit them (by Ketan Gupta, #943)
  • Added custom shortcuts for commands (by Ketan Gupta, #1456)
  • Added optional ID and Position columns to objects view (by i-ka, #1462)
  • Added an executable picker for custom commands (by Ketan Gupta, #942)
  • Added marching ants effect on selected objects (by Mohamed Thabet, #1489)
  • Added all open tilesets to the Tilesets view
  • Added auto-show/hide all views (Clear View) action (by erem2k, #563)
  • Added minimap in the resizing dialog (by Yuriy, #1516)
  • Added drag-n-drop support in Layers view (#178)
  • Added support for storing object type definitions in JSON format (#1313)
  • Added cut/copy/paste actions for custom properties (#515)
  • Allow changing the tile of tile objects (by Mohamed Thabet, #409)
  • Allow selecting a folder to fix multiple broken links at once
  • Added support for dragging external tilesets into the Tilesets dock
  • Added support for dragging images into image collection tilesets
  • Write out Tiled version in TMX/JSON “version” attribute (#1416)
  • Remember last view on map also for closed files (#905)
  • Remember tileset zoom level in the tileset editor (by Artem Sharganov, #408)
  • Change current layer depending on selected objects (by Glavak, #1424)
  • Improved support for using Tiled on HiDpi screens
  • Improved the behavior of the tile selection tool
  • Made Ctrl+D duplicate objects instead of deleting them
  • Use an eye icon instead of a checkbox for layer visibility (by Ketan Gupta, #1127)
  • JSON tileset: Save width/height of individual tile images
  • Linux: Added MIME type for tileset files
  • Fixed hexagonal rotation of tile stamps (by Bdtrotte, #1476)
  • Fixed handling of broken tile references, which now render as a red marker
  • Fixed manual reloading of images for image collection tilesets
  • Fixed Offset Layers tool to wait until mouse is moved
  • Fixed current stamp to always update when a tile is clicked
  • Fixed handling of pinch gestures (#1305)
  • Fixed flipping a group of objects to work like expected (by Vitek1425, #1475)
  • Fixed stamp brush to work better on staggered maps (by Bdtrotte)
  • Fixed objects offsetting while resizing (by Acuion, #1518)
  • Fixed fill tool for hexagonal maps (#883)
  • Fixed potential crash in Terrain Brush
  • Windows: Fixed menus when using OpenGL in full screen mode (#1576)
  • Windows: Added Sticker Knight and Python example scripts to installer (#819)
  • Windows: Fixed bringing existing Tiled window to foreground (#1256)
  • AutoMapping: Fixed object groups always getting added
  • AutoMapping: Improved map boundary handling (by Stefan Beller, #1224)
  • AutoMapping: Apply custom properties set on output layers
  • terraingenerator: Made the amount of columns configurable
  • terraingenerator: Copy tile properties from the source tilesets
  • Added Ukrainian translation (by Olexandr Nesterenko)
  • Added Hungarian translation (by Balázs Úr)
  • Added Finnish translation (by ekeimaja)
  • Updated Bulgarian, Dutch, French, German, Russian, Spanish and Turkish translations


You can learn more about and download tiled here.

SharpDX 4.0 Released

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SharpDX is a managed wrapper for the DirectX series of APIs including Direct 3D 9/11/12, Direct2D, DirectInput, XInput and more.  This library makes it easy to use DirectX libraries with languages such as C#, VB.net and more.  It is released under the incredibly flexible MIT open source license.  This release brings support for Visual Studio 2017 and perhaps most importantly, support for .NET core platform.


This new release of SharpDX contains:

  • Several bug fixes, see the full list below
  • A migration of the build system to VS 2017
  • Added support for the .NET Core Platform (netcoreapp1.0, netstandard1.1, uap10)

This release is the dedicated work of external contributors, thanks a lot for their work!

The binaries are accessible on nuget.


The full list of new features and bugs is available here.

Amazon Offer SpeedTree 8 Free For Lumberyard Developers

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SpeedTree is a popular middleware package for creating trees and foliage for games and other media.  Used for games like the Forza series, Gears of War, Far Cry, Dragon Age and many more titles, as well as films such as Iron Man 3, Avatar and World War Z.  Amazon have now ST8announced SpeedTree 8 is integrated into their Lumberyard engine and better yet, available free.

Following the release of Starter Game, we’re thrilled to give you another tool for building imaginative worlds in Lumberyard. Introducing SpeedTree 8 for Lumberyard, available free to all Lumberyard developers starting today. You can download it here.

The combination is a powerful one: take the industry-standard in 3D vegetation modeling, seamlessly integrate it with Lumberyard’s advanced rendering and lighting technology, and remove any subscription cost. The result is a faster, more intuitive way to create visually stunning worlds for your games. We can’t wait to see what you’ll build.


SpeedTree 8 brings the following new features:

  • Full PBR material workflow and rendering– PBR rendering and a revamped material workflow give you more precise control over your maps. You can also adjust your models before exporting them into Lumberyard, saving you time and effort.
  • New Generators– Sometimes imperfections can make your trees appear more lifelike. With these new generators, you can create a variety of realistic features on your trees, including knots, fungi, gashes, and cavities.
  • New Shape Control– This feature allows you to easily bunch branches together, so you can achieve more natural, organic shapes in vegetation (such as the “broccoli” effect.) You can create large clumpy trees or small clusters within your tree branches.
  • New SpeedTree Library– Buy stock assets, including 2K leaf textures and 8K bark textures. Get access to thousands of species of trees from around the world—an incredibly diverse, high-quality collection of models and materials.
  • And much more– Including unlimited age variation; one-draw-call models with tiling textures, wind, and LOD; new techniques for low-poly branch structure modeling and mesh editing; and automatic vertex color painting for wind, with an in-modeler preview.


You can read more about the SpeedTree and Lumberyard announcement here.


Unity Release Remote Settings

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Unity have just launched Remote Settings as a package available for download in the Asset Store for free.  Remote Settings enables you to make tweaks and changes to gameplay after a game has been deployed using an interface similar to the PlayerPrefs API.  Two usage examples Unity gave for Remote Settings are dynamically changing the difficulty curve of a shipped game as well as providing context appropriate content, such as seasonal themes.


Details from the Unity blog:

Remote Settings is easy to use. It‘s native to the Unity engine and employs an API similar to PlayerPrefs that most Unity developers are familiar with. We’ve also included a “Remote Settings Component” that lets you get started without writing any code. Once set up, Remote Settings requires no additional engineering work to operate. All changes apply as soon as the game restarts. You can even use the Analytics dashboard to track real-time impacts on key metrics.

So far, we’ve had some really great reaction from our pilot customers.

“Remote Settings allows us to dynamically modify various gameplay factors in real-time and are incredibly easy to implement in our projects! It saves us plenty of development hours so we can keep focusing on creating new experiences for our players!”

Lukasz Wolinski
CTO, Dr. Panda

Remote Settings is now in open beta and free to use for all Unity developers. You can download the package from the Asset Store or through the configure page from the Analytics dashboard.


Here is the description from the Unity asset store:

Unity Analytics presents Remote Settings, a cloud service that provides game developers the ability to change behaviors and configurations of their games without requiring an update to the app.


Create settings that control the difficulty of your level bosses, allowing you to tune game play if you suspect some levels are too hard or too easy. Or create settings that specify the relative frequencies of game items.


And the best part is, after you sync changes with the dashboard, the new values are automatically downloaded and read by every client device when they start a new session. No download or update to the package and app stores are necessary.

Khronos Group Release glTF 2.0 Specification

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Khronos Group, the consortium behind the OpenGL/Vulkan series of SDKS have just released the 2.0 specification for glTF.  glTF is an attempt to create a runtime friendly data format for 3D models with modern feature support.  Intended to replace such formats as COLLADA or FBX with a file format with modern features but streamlined for realtime usage.  It is a mix of JSON descriptor coupled with a binary format and various supported textures.  The 2.0 version aims to modernize the format, adding support for PBR (Physically Based Rendering) textures.


From the release announcement:

The release of glTF 2.0 delivers a significant upgrade to glTF 1.0, an extensible, runtime neutral, open standard format for real-time delivery of 3D assets, which describes full scenes with compact transmission and fast load time. In response to major functionality requests from the developer community using glTF 1.0, the release of glTF 2.0 adds Physically Based Rendering (PBR) for portable, consistent description of materials. In glTF 1.0, a material was defined with a GLSL shader, which suited WebGL, but was problematic when importing a glTF model into a Direct3D or Metal application. Through using PBR, visually arresting glTF 2.0 models are now consistently portable to any rendering API. A PBR material is defined by a few concise parameters that can be used to generate shaders for any rendering API. glTF 2.0 defines a simple to implement, but powerful, PBR model that provides high-quality materials, and yet, is scalable to suit the capabilities of different classes of platform and device.


For Blender users, there is a glTF exporter in the works available here.

Apple Launch ARKit

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Now that VR is here (and somewhat disappointing), the new hotness is AR, augmented reality.  Essentially AR is a blending of real world data, generally a live feed from a devices camera, with programmatic overlays.  Apple have jumped into the AR realm with the release of ARKit, an SDK for iOS devices running the upcoming iOS 11 operating system.  ARKit requires the devices to be running an A9 or A10 processor, either on iPad or iPhone devices.

In Apples’ own words, ARKit is:

iOS 11 introduces ARKit, a new framework that allows you to easily create unparalleled augmented reality experiences for iPhone and iPad. By blending digital objects and information with the environment around you, ARKit takes apps beyond the screen, freeing them to interact with the real world in entirely new ways.

ARKit can also be integrated in existing engines such as Unreal Engine or Unity.  A Unity plugin for ARKit is currently available here while Unreal support ARKit in the current Github build of the engine.  Unreal Engine and ARKit functionality was demonstrated in an example called Wingnut, demonstrated below.


The ARKit developer homepage is available here.

Autodesk Launch 3ds Max Interactive VR Engine

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In their most recent release of 3ds Max, version 2018.1, Autodesk have launched a new VR focused feature with the name 3ds Max Interactive.  This is essentially a version of their Stingray Game engine, tuned for pre-visualization and VR work, instead of for games.  If you are interested in learning more about the Stingray game engine powering this feature, we featured it in the Closer Look game engine series last year.  You canimage learn more about the new VR functionality in 3ds Max on their home page.


Additionally, Autodesk have released a first look blog post discussing the new functionality.  One thing that is interesting to note from that discussion is, although this could be used for games, it’s actually intended for the visualization market.  Comments from the blog post:

Why add VR tools to Max when there are a lot of broadly adopted game engines out there? And why now? 

Here’s how we see it: when you’re trying to learn a new skill, it’s way easier to tackle if you have a familiar point of reference. Same deal here. We see the best path for arch viz VR as starting with the familiar language of Max, then easing into the less familiar territory and terminology of virtual reality – which is where Max Interactive comes in. It’s far less intimidating than being dropped in the middle of an unfamiliar game engine designed for game developers and trying to work your way back, or settling for an unknown set of 3D tools retrofit onto a VR game engine.


Could you use Max Interactive to build a VR game?

That’s a matter of “could” versus “should.” Sure, you could use Max and Max Interactive to build a game because the tools aren’t that different today. But over time, you’ll see Max Interactive evolve and adapt to the specific demands of design visualization in VR and AR. Meanwhile, game developers have already established their open workflows and pipelines based on Max and real-time engines like Unity and Unreal. We’re not trying to upend that. They’re just not optimized for architectural visualization workflows.

Godot 3.0 Release Status Update

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Godot 3.0 is a massive update for the Godot game engine that is actively underdevelopment and anxiously anticipated.  Today they posted an update describing the newest functionality that will be appearing in Godot 3.0.  The blog post goes into a great deal of detail, but here is the TL;DR version:

  • GDNative – native language bindings rewritten C++, as well as RUST and D bindings addedGodot
  • Customizable themes and general UI improvements
  • WebGL 2.0 and WebAssembly support
  • C# (Mono) support
  • AR/VR Support development work using OpenVR
  • “Freelook” 3D scene navigation for WASD type scene control in Godot
  • Script editor enhancements
  • MFI controller support
  • Various fixes and improvements


So this of course leads to the most obvious question... when are we going to see Godot 3.0?  Well...

Godot 3.0 is coming along pretty nicely, and though its development is taking longer than we initially planned back in Fall 2016, it's all for the better. The many compatibility changes that we had the opportunity to make over the last 9 months will make Godot 3.0 more consistent and easy to use.

Still, as we often repeat it to newcomers, please continue using Godot 2.1.x until the 3.0 branch is ready - we speak a lot of compatibility changes but the workflow stays very similar, and the vast majority of what you will learn using Godot 2.1.x will be reusable 1:1 in the future branch. It will be the same engine, just better.

Okay, but when do we get the alpha build?

When it's ready™. There has been a lot of progress on many blocking bugs lately, which we track in a dedicated issue. We expect to be ready for an alpha release in ca. 2 weeks, so stay tuned :)

By then we will consider 3.0 feature complete, and we should stop breaking compatibility every other day. Count likely two months of testing and bugfixing and we should be ready to release the stable version, probably some time in August.


I have checked out in progress builds for Windows a few times in the last few weeks, and for me it’s been pretty much unplayable due to some OpenGL bugs, so hopefully the alphas become a bit more stable and I can get some hands on time soon.

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