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Unity Release Patch 5.6.2p3

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Even with the release of the newly branded Unity 2017 series, the previous 5.6.x branch is still being maintained.  Today Unity released patch 5.6.2p3.  Other than some changes to logos to match new branding, this patch consists entirely of fixes, including:

Changes
  • Editor: Updated Unity logos in About Window and Update Window to match new branding.
Fixes
  • (917931) - 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour.
  • (918524) - 2D: Fixed an issue where the Editor becomes unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene.
  • (920360) - Android: Buildpipe - correctly split resources between APK and OBB when building with LZ4.
  • (924523) - Android: Gradle - Removed debuggable from Manifest when creating APK.
  • (924519 Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK.
  • (none) - Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • (924517) - Android: Gradle - don't explicitly set debuggable attribute when building with Gradle to avoid lint security warning.
  • (924516) - Android: Fixed the NamePhonePad flag.
  • (922898) - Android: Moved GoogleVR initialisation to run on UI Thread thus fixing startup crash.
  • (887824) - Android: Gradle - Support custom library build.gradle files.
  • (918606) - Android: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms.
  • (919308) - Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha.
  • (925444) - Animation: Fixed layer root motion broken on standalone.
  • (914365) - Animation: Fixed a crash in PlayableTraverser::RootByType that was triggered when disabling a GameObject by using OnStateMachineExit.
  • (901588) - Editor: Restored SRGB write state after internal override.
  • (915524) - Editor: Fixed the case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width.
  • (none) - GI Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • (912603) - Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project.
  • (923842) - Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly
  • (913828) - Graphics: Fixed an issue where a ComputeBuffer applied to a Material Block doesn't take effect when drawing via DrawMesh*Indirect.
  • (918788) - Graphics: Fixed a rare crash/hang which, could happen in very complex scenes, when graphics jobs were enabled.
  • (912723) - Graphics: Fixed a crash triggered by setting the SkinnedMeshRenderer.updateWhenOffscreen flag to true via a script.
  • (923517) - IL2CPP: Fixed an issue with setting enum type fields in .NET 4x with relfection using an integer value.
  • (894273) - iOS: Fixed an issue where iOS screen info was retrieved for every request instead of being cached
  • (880426) - Linux: Added an additional fix for uninitialized screen dimensions(/mouse input) at startup with some window managers.
  • (924516) - UI: For Name content type, use NamePhonePad touch screen keyboard type.

The patch is available for download for Windows and Mac OS here.


AppGameKit 2017.07.19 Released

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AppGameKit 2017.07.19 update was just released.  AppGameKit is a beginner/indie focused game engine supporting C++ that can target several different platforms.  We covered AppGameKit 2 a couple years ago as part of the Closer Look At game engine review series if you want more information.  Release 2017.07.19 brings several new features including automatic shadow generation, 3D particles and normal map support.


Further details from the release announcement:

AppGameKit Player Apps

  • The AppGameKit Player on iOS will now display the Wifi IPv4 address over the mobile data one, if available

3D Shadows

  • AppGameKit now supports 3D shadow effects. Shadows are cast automatically from the directional light.


  • There are three different shadow modes you can choose from:
    • Uniform shadow mapping
    • Light Space Perspective shadow mapping
    • Cascade shadow mapping
  • The new shadow commands are;
    • SetShadowMappingMode
    • SetShadowSmoothing
    • SetShadowMapSize
    • SetShadowRange
    • SetShadowBias
    • SetShadowLightStepSize
    • SetObjectCastShadow
    • SetObjectReceiveShadow
  • New tier 1 shadow demo (found in the 3D demo folder)

3D Particles

  • Added 3D particle commands
  • Added a 3D Particle example to demonstrate their usage

3D

  • Added SetObjectNormalMap command to add a normal map to a 3D object that uses the default shaders
  • Added LoadShaderFromString command to specify the shader source code directly as a string
  • Changed the mesh to light distance calculation to prefer closer lights regardless of light range when the number of lights is exceeded
  • If the number of pixel lights affecting a mesh exceeds the limit (currently 4) then the additional pixel lights will be applied to the mesh as vertex lights if possible
  • Added support for tangent and binormal attributes in 3D objects loaded from external files
  • Objects using a normal map that don't have any tangents or binormals will have them generated at runtime


  • Added normal mapping example project
  • Added support for the vertex color attribute for 3D objects using the default shaders

3D Model formats

  • Upgraded to version 3.3 of the Open Asset Import Library for 3D model loading
  • Currently supported 3D model formats are: .x .fbx .dae .3ds .obj .b3d .3d

2D

  • DrawLine on all platforms will now draw the last pixel of a line whereas previously the last pixel was left blank
  • Fixed DrawBox drawing unfilled boxes incorrectly if the virtual resolution didn't match the window size

2D Physics

  • Fixed SetSpritePhysicsOff causing a crash if called inside a contact loop using GetFirstContact and GetNextContact
  • Fixed a crash when setting a physics sprite to a width or height of 0

Raw File Paths

  • Fixed LoadVideo not working with "raw:" file paths on non-Windows platforms
  • Fixed LoadMusic not working with "raw:" file paths on all platforms

iOS

  • Added RequestAppReview for iOS 10.3 to rate the app from within the app itself
  • Changed iOS splash screen to fade to black instead of white before displaying your app
  • Fixed OpenBrowser on iOS not accepting URLs containing spaces

Facebook

  • Added FacebookActivateAppTracking command to send app events to the Facebook app console and record app installs

Text

  • Added ShareImageAndText command to share both an image and text at the same time

Arrays

  • Fixed assigning default values to an array of strings in a function generating an error if the number of values didn't match the array size exactly

Mac

  • Updated Mac projects to use libc++, any Tier 2 projects will need to update their setings accordingly

Multiplayer

  • Fixed spelling mistake in GetSocketListnerConnection command name, this is a breaking change and will need to be corrected in existing apps
  • Fixed network client disconnect not being forwarded to other clients
  • Added SetNetworkAllowClients to restart client listening after calling SetNetworkNoMoreClients
  • Added KickNetworkClient to kick a network client off the network, only the host can do this

Strings

  • Fixed ReplaceString cutting off the end of the string if the replace count limit is met
  • Fixed a memory leak in CountStringTokens and GetStringToken

Ouya

  • Fixed Ouya Tier 2 template failing to compile

Android

  • Fixed Android GameCenter commands crashing if passed an empty string for the leaderboard name
  • Exported Google Android apps should now be compatible with Android TV
  • Fixed ViewFile and ShareImage failing after the first attempt in exported APKs

Virtual Buttons

  • Fixed virtual button commands reporting the wrong button ID in error messages

Tier 2

  • Fixed Android ShowCaptureScreen in Tier 2 causing an exception
  • Removed old Visual Studio projects, AppGameKit now only supports VS2015
  • Support for Visual Studio 2017 has been delayed, we're awaiting a bug fix from Microsoft to continue support
  • Added a 64-bit template project for Windows using VS2015
  • Added a 64-bit version of the Windows interpreter to the Players folder, it will not be used automatically to maintain backwards compatibility

Plug-Ins

  • Added support for 64-bit plugins in the 64-bit Windows interpreter, 32-bit plugins can only be used with the 32-bit interpreter
  • Added Example Plugin source code to the installed files on Windows, Mac, and Linux
  • Fixed a memory leak when calling plugin commands

Debugging

  • Debugging from the AGK IDE will now attempt to use the loopback addres if no other IP addresses could be found

Linux

  • Fixed DrawLine on Linux sometimes being off by one
  • Fixed GetResumed and GetPaused not working on Linux
  • Linux apps should no longer exit when a socket disconnects

HaxeFlixel 4.3.0 Released

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HaxeFlixel 4.3.0 was just released.  HaxeFlixel is a Haxe port of the popular Flixel 2D game engine.  If you are interested in learning more about HaxeFlixel we have a complete audio and text tutorial series.


Details of the release from the changelog:

New features:
  • FlxTween: added cancelChain() (#1988)
  • FlxMatrix: added transformX() and transformY() (dcc66b3)
  • FlxCamera: added containsPoint() (#1964)
  • FlxSubState: added openCallback (#2023)
  • FlxSpriteGroup:
    • added insert() (#2020)
    • added clipRect support (#2051)
  • FlxSoundGroup: added pause() and resume() (#2043)
  • FlxDebugger interaction tool:
    • added tooltips (#2006)
    • added a selection rectangle (#1995)
  • FlxDebugger console: added an "Entry Type" quick watch entry (d354352)
  • FlxStringUtil: added getHost() (#1996)
  • FlxPoint: added toVector() (#2061)
  • FlxGamepad: added getAnalogAxes() (#2064)
  • FlxMouse: added getters for justPressedTimeInTicks (#2070)
  • FlxEase: added linear / smooth / smoother functions (#2080)
<?XML:NAMESPACE PREFIX = "[default] http://www.w3.org/2000/svg" NS = "http://www.w3.org/2000/svg" />Bugfixes:
  • FlxAnimation: fixed reversed animations (#1998)
  • FlxRandom: fixed getObject() not respecting startIndex (#2009)
  • FlxGroup: fixed remove() with Splice = true not decreasing length (#2010)
  • FlxStringUtil: fixed an issue with decimals in formatMoney() (#2011)
  • FlxMouseEventManager:
    • fixed overlap checks for off-camera sprites (#1964)
    • fixed pixel-perfect overlaps with offset (#1999)
    • fixed reset logic on state switches (#1986)
  • FlxPreloader: fixed missing assets with full DCE (764a5a8)
  • FlxG.cameras: fixed reset() not removing all cameras (#2016)
  • FlxAnimationController: fixed flipX / Y not being copied in copyFrom() (#2027)
  • haxelib run flixel: fixed the working directory not being passed on (61f2c20)
  • FlxDebugger interaction tool:
    • fixed selection of FlxSpriteGroup members (89a4ee2)
    • fixed selection of objects in substates (69042ab)
    • fixed selections being canceled on interaction with debugger UI (897f21f)
  • FlxG.html5: fixed platform detecting iPhone and iPod as "Mac" (#2052)
  • FlxTilemap: fixed a missing bounds check in getTileIndexByCoords() (#2024)
  • FlxAnalog: fixed mouse input without FLX_NO_TOUCH (#2067)
  • flixel.input: fixed Float being used for tick values (#2071)
  • FlxCamera: fixed object visibility for zoom < 1 (#2003)
  • FlxEmitter: fixed issues with lifespan == 0 (#2074)
Changes and improvements:
  • FlxBitmapText: allowed negative lineSpacing values (#1984)
  • FlxStringUtil: made getDomain() more robust (#1993, #1996)
  • FlxG.signals: changed gameResized to be dispatched after camera resize (#2012)
  • FlxAtlasFrames: allowed passing a parsed Description in fromTexturePackerJson() (#2021)
  • FlxG.watch: optimized expression watch entries (#2004)
  • FlxDebugger console:
    • allowed null objects in registerObject() to unregister (f52c73e)
    • registered a reference to the current selection of the interaction tool (1bb7b48)
    • prevented unpause after manual pausing through UI (56854fc)
  • FlxBasePreloader: improved the design of the sitelock failure notice (#1994)
  • FlxFlicker: made stop() public (#2084)
  • FlxAnalog: several fixes and improvements (#2073)

CryTek Release CryEngine 5.4 Preview

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Available on Github, Crytek have released a preview version of the upcoming CryEngine 5.4 game engine.  Obviously being a preview you should expect some bugs and glitches and should probably wait on the final release in a production environment.  The 5.4 release contains over 620CryEngine improvements including Substance material importing, Vulkan support, a new component system and more.  Not included in the preview release, but part of the 5.4 release is also the release of the editor source code.


Details from the release notes:

With over 623 improvements, fixes and features this release includes all new Vulkan API support, and although it’s our first step on the road you can expect further support on this soon. Also included is the Entity Component System with unified standard entities across C++ and Schematyc.

For Artists, we have a much requested Substance integration for the reading of material archives and manipulation of texture inputs with in-editor graphing. Additionally, we have expanded the feature set of the terrain system to allow for better blending of terrain and objects within your level.

Iterating on existing technology there is a second iteration of the Asset System which provides improvements and extended usage across tools, with thumbnail generation and all new dependency tracking. To get started, you can find the CRYENGINE 5.4 Preview on Github HERE!

Defold Engine 1.2.109

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The Defold Lua powered game engine version 1.2.109 has just been released.  The Defold engine is a Lua powered mobile focused cross platform 2D game engine developed by King.  If you are interested in learning Defold, we have a full tutorial series available here.  This release comes just in time for the CoronaDefoldJam, starting a few days.


Details from the release notes:


This sprint we've been finishing the Particles in GUI task, and also added some smaller enhancements.

Particles in GUI

This release adds the feature of adding particle effects to your GUI scene.
Just as other resources in the gui, you add a .particlefx file to the scene,
and then you can reference it by adding particle fx nodes to your scene.

You can also add nodes dynamically at runtime.

Previewer in Editor 2

Also, please try playing the effect directly in the Editor 2 by pressing CMD+P
In the gui, you can change the color propery while the effect is playing.

The Lua API
  • gui.new_particlefx_node(pos, particlefx)
  • gui.play_particlefx(node, [emitter_state_callback])
  • gui.stop_particlefx(node)
  • gui.set_particlefx(node, particlefx)
  • gui.get_particlefx(node)

Engine

  • DEF-2106 - Added: Particles in GUI
  • DEF-2813 - Fixed: Fixed crash when error logging a bad string (in gui.delete_texture)
  • DEF-2437 - Fixed: The render.get_render_target_width() and render.get_render_target_height() now support BUFFER_TYPE_COLOR_BIT/BUFFER_TYPE_DEPTH_BIT/BUFFER_TYPE_STENCIL_BIT
  • DEF-2807 - Fixed: Added sound name output when it fails to decode
  • DEF-2809 - Fixed: Embedded camera component not working in Editor 1
  • DEF-2811 - Fixed: Target app: Failing to load project file restarts the target app
  • DEF-2814 - Fixed: Native Extensions now build debug builds for Win32 too

Godot 3.0 Alpha 1 Released–GFS Hands On Video

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Today Godot just released the first downloadable version of the upcoming Godot 3.0 game engine.  This is an alpha level release, so while mostly feature complete do expect to encounter several bugs.  If you are godwaiting for C# support, unfortunately it did  not make it into the alpha release but hopefully will be released soon.  This alpha however is absolutely packed with new functionality including the completely new 3D renderer and material system, a new visual programming language, GDNative, an updated UI and much more.


From the release notes:

The features

Now, there are still some cool features that can already be played with in this alpha1 build, and we are looking forward to seeing what you will come up with using the new 3D renderer. There is no exhaustive listing of all the new features to experiment with, but you can read past articles of this blog and check Juan's Twitter feed for some teasers :)

Please use the community channels to discuss with existing users and learn how to use the new workflows of Godot 3.0 - as of this writing there is almost no documentation on the new features, but this alpha1 build should serve as a starting point for documentation writers.


I made a 20 minute hands-on video showcasing some of the new functionality available in Godot 3.0 available here and embedded below.

MonoUE–Mono For Unreal Engine

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MonoUE is now available, bringing Mono runtime support to Unreal Engine 4.16 game engine.  This enables you to use C# and F# as development languages for Unreal powered titles.  Right now you need to build a special fork on Unreal Engine from source in order to use MonoUE.


More details about MonoUE:

Features

  • Fully integrated with the Unreal object system and Unreal Editor.
  • C# bindings are generated automatically for all Blueprint-accessible types and members.
  • Objects and functions defined from C# can subclass types defined in C++, and can be used from Blueprint and from the Unreal Editor.
  • Runs on Windows and Mac.

Planned or in development:

  • Visual Studio integration
  • Debugging
  • Hot reload
  • Mobile platform support
  • Cooked builds

Feature requests and and bugs are tracked using GitHub Issues.

For more information, be sure to check out the Github page.

OpenFL 6.0 Released

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OpenFL 6.0 has just been released.  OpenFL is a Haxe based game/media framework that provides a Flash like API.  We did a brief tutorial series here on GameFromScratch when OpenFL was known as NME if you are interested in learning more.  The 6.0 release brings several new features such as beta support for TileArrays, beta custom shader support, improved blending and colorTransform support, better Stage3D support and more (enabling Away3D and Starling compatibility), DragonBones support and more.


Details from the release blog:

New Features

(Beta) TileArray

We have developed an easy-to-use DisplayObject called Tilemap which makes it possible to use batch hardware rendering. Tilemap is similar to a mixture of Bitmap and the display list, but we have received multiple requests to support an alternative API that is less structured.

This release includes the (beta) API for TileArray, for writing tile data more directly:

var data = tilemap.getTiles ();
data.length = 2;
data.position = 0;
data.setMatrix (1, 0, 0, 1, 100, 100);
data.position = 1;
data.setMatrix (1, 0, 0, 1, 200, 200);
data.alpha = 0.5;
tilemap.setTiles (data);

This API has enabled our team to more easily migrate legacy drawTiles rendering code to the current version of OpenFL.

We welcome your feedback, and hope to continue to improve Tilemap

(Beta) Custom Shader Support

OpenFL 4 added initial support for custom shaders, using the filter API.

However, in time we have found that our use of OpenGL framebuffers was too expensive to make shader filters practical for every-day production. We are enabling an alternative approach in OpenFL 6, where Bitmap, TextField, Tilemap and Video objects can have a custom shader set directly:

var customShader = new CustomShader ();
bitmap.shader = customShader;

We have also enabled support for custom OpenGL shaders for individual tiles in Tilemap

Improved blendMode and colorTransform support

We have improved support for blendMode throughout our renderer, and have added support for hardware-accelerated colorTransform when possible. In other cases, we enabled cacheAsBitmap in order to preserve performance. We also added (beta) support for colorTransform in Tilemap, but it is supported only on hardware since it is very expensive on other render types.

Stage3D Libraries

Although OpenFL has enjoyed stable Stage3D support for some time, we have continued to focus on creating faithful renditions of familiar Stage3D libraries for OpenFL.

Away3D

Away3D is an open source platform for developing interactive 3D graphics for video games and applications.

The latest development version of Away3D is now compatible with OpenFL, and should continue to improve in quality with time: https://github.com/openfl/away3d

Starling

Starling is the "Cross-Platform Game Engine", a popular Stage3D framework. OpenFL is hardware-accelerated without the use of Starling, but it still provides a popular alternative to the traditional Flash API.

We currently have 1.8 release of Starling and the Starling particle framework working reliably, and are still working on porting the Starling 2.x codebase for use with OpenFL: https://github.com/openfl/starling

DragonBones

DragonBones is a skeletal animation editor, as an alternative to using SWF assets with OpenFL directly (which is also supported).

We have ported the most recent ActionScript runtime for DragonBones over for use with OpenFL. There is still room to create a runtime using OpenFL Tilemap, but we are still happy to provide a working version of the DragonBones runtime for use with projects: https://github.com/openfl/dragonbones

Other Improvements

We are continuing to invest in SWF asset support. You can use SWF content from Flash Professional or Adobe Animate directly in OpenFL, with layers, animation and object IDs preserved.

In time, we expect MovieClip animation to continue to perform better, as well as accuracy. OpenFL 6 includes improved support for blendMode, colorTransform and frame script when working with SWF source data.

As always, we are continuing to improve and polish a large variety of minor behaviors and features.


Unreal Engine 4.17 Released

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Epic have just released a new version of the Unreal game engine, bringing it to version 4.17.  This release adds several new features including Sequencer improvements, a new beta compositing plugin “Composure”, new global shader support in plugins, XBox One X support, VR spectator support, experimental ARKit support, experimental support for new cloth tools and much more.


Details from the Unreal Engine blog:

The new Composure compositing system and Image Plate plugin provide a powerful and flexible means of combining content rendered in realtime with live action footage. Numerous improvements to Sequencer continue to refine the workflow for creating cinematics and linear media.

Discover and load quests, heroes, or other game-specific content with the new Asset Management Framework. Query information about Assets at runtime in Blueprints using the Asset Registry's new Blueprint accessors.

Develop games for Microsoft's Xbox One X console as part of the platform improvements. Make your VR project a social experience using the new VR Spectator Screen support. On Android, we have improved several aspects on high end devices, and we continue the effort to reduce executable sizes even further.


Be sure to read the blog for a great deal more information on new features in this release.  As always you can upgrade using the Epic Game Launcher.

Unity Announce Removal Of UnityScript

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All the way back to Unity 1.0, the Unity game engine has supported a version of JavaScript called UnityScript.  Today on the Unity blog, Unity have announced that they will no longer be supporting UnityScript going forward.  Starting in Unity 2017 beta 2, they will remove the ability to create JavaScript files directly inside the editor.  Then they will be removing the ability to submit .js files to the Asset Store.  Then at some point in the future they will be removing the compiler completely, although it will be available to be forked on Github.  According to Unity analytics numbers on a very small portion of the community is even using UnityScript at this point, with under 4% using it as the primary language. 

They actually published some fairly interesting stats about language usage:

  • To date, of all the projects that have used Unity 5.6, about 14.6% of them have at least one file with a .js extension in it. 14.6% sounds quite high, but then we broke the numbers down further, and looked at how many files were .js files as a fraction of total script files in the project (.js + .cs).
  • So, that leaves 85.4% of all projects which are entirely in C#, with no UnityScript files at all.
  • 9.5% of all projects are mostly in C# – they have some UnityScript files, but fewer than 10% of their total script file count. Another 1.5% of all projects have between 10% and 20% of their code in UnityScript files.
  • That leaves 3.6% of all projects that have more than 20% of their code in UnityScript.
  • Only 0.8% of all projects are exclusively (i.e. 100%) in UnityScript.


With only a small portion of the community using UnityScript it does make very little sense to continue supporting it, especially now that C# support isn’t stuck in the stone ages.

Lumberyard Game Engine Now On Github

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Lumberyard, Amazon’s version of the venerable CryEngine, is now available in source code form on Github.  This does not however mean that the Lumberyard game engine is now open source, it still has a proprietary license available here.  The major difference in this change is that source code is now available using Github instead of requiring you to download it using the Lumberyard binary installer.  This update does however enable you to migrate to new versions easier, as they will be released as new branches.  This change also makes it possible for community members to easily submit engine improvements and fixes.


From the announcement:

Today, we’re excited to announce that Lumberyard source is now available on GitHub. This has been one of the most requested features from the community, and we’re happy to finally make it a reality. You can check it out at www.github.com/aws/Lumberyard.

Because making games is challenging enough. Here are two ways that GitHub makes it easier.

Get Lumberyard using GitHub

Up until now, the only way to get Lumberyard was to install Lumberyard using our standard installer. This would place all of Lumberyard, including the source, on your machine, in a new but separate directory. We heard you loud and clear: it was tedious to incrementally upgrade Lumberyard. That changes with GitHub.

Now you can get the Lumberyard source code directly from our GitHub repository and easily use GitHub to manage your code. Integrating a new version of Lumberyard is now a relatively simple operation. And since each new release of Lumberyard is a separate branch, you can integrate against any version. Plus, you can even create your own GitHub account to use GitHub for source control on your own project and use that as your remote repository, giving you an easy way to collaborate with your team.


If you are new to Lumberyard, we recently did a hands-on video available here and embedded below.

Unity Release Critical Security Patch

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On August 13th a critical Remote Code Execution flaw was discovered in the Unity editor, opening users of the Unity editor up to external threat.  Today they have released a security patch for several different versions of Unity available for download here.  The exploit is apparently only for Windows platform, so even though a Mac patch is available for download, it does nothing.  Details of the exploit have not been released yet.

 

Further information from the email sent to users:

Unity has identified a Remote Code Execution flaw in the Editor and we’re rolling out a critical security patch to remediate this issue.

You can select your Unity version and find the appropriate patch with instructions at https://unity3d.com/security.

As a part of our commitment to Responsible Disclosure, we will release more details about the vulnerability once all of our users have been given time to patch.

If you have any questions, please don’t hesitate to contact our Customer Service team at support@unity3d.com.

Thanks,
Unity

Wave Engine 2.4.0 Released

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Wave Engine 2.4.0 “WhiteShark” was just released.  This cross platform C# powered 3D game engine was previously covered in the Closer Look game engine series if you are WEinterested in learning more.  The WhiteShark release brings several new features including OpenVR support, Noesis UI library integration, 9patch support, new single mesh support, new geometric primitives in the editor and much more.


From the announcement blog:

OpenVR integration

Wave Engine 2.4.0 has adapted the OpenVR API to our engine, allowing the developers to create Virtual Reality applications for multiple hardware vendors such as HTC Vive and Oculus Rift. This is an important step forward in our VR field.

You can learn more in this article.


Mesh entities

Another crucial feature now introduced is the possibility to create entities from a model mesh, instead of a whole model. For example, if you have an FBX asset containing several meshes in a hierarchy, we can now create entities for every single mesh, also providing a simple way to maintain that hierarchy. We also improved the way materials are used, deprecating the MaterialsMap and Model components.

We have added the following components:

  • MeshFile: Represents a mesh contained in a model asset.
  • MeshRenderer: Renders the mesh with the defined material.
  • MaterialComponent: Component that associates a material to a mesh part. It allows multiple instances (Once per submaterial, per example)

This articleexplains this new component in much more detail.


Noesis GUI integration

Noesis GUIis a XAML based framework that allows the creation of highly advanced User Interfaces, supporting Vector graphics and can be developed using Expression Blend IDE. It can help developers to empower your game UI and deliver high quality animations.

You can learn much more in this article.


Ninepatch support

NinePatch is a really simple and powerful way to define how an image behaves when we escalate it. It adds extra information to an image file, defining what parts of it should be scaled (and which are not) when the image is rendered in a larger or smaller size. This technique was introduced in the Android SDK and is very useful for creating UIcomponents such as buttons, panels, containers, etc.

This articleshows how to use it in WaveEngine.


Services support in Visual Editor

Wave Engine Visual Editor has now added the possibility of adding and setting properties of your custom Services directly from the editor. This helps to develop components in our Visual Editor.

We have written an article further explaining these new possibilities.


Multiprocess asset exporting

Until now, Wave Engine exported the project assets sequentially, leading to a bottleneck when we have a larger amount of assets, or large textures, for example. When building your solution, Wave Engine only exports the assets that have changed since the last build, but even then, it can sometimes take a long time.

In Wave Engine 2.4.0 we have improved it, using multiprocessors to export each asset in a single process. That means that the export process is now parallelized, taking advantage of the Multiple cores of your CPU. That means that the export process is accelerated up to a 60% (depending on your machine and your project).

Large amount of assets are now exported much faster

Async/await operations in GameActions

We have improved the async/await support in WaveEngine 2.4.0 allowing us to widely use it in our application and get better integration with GameActions.

This articleexplains it.

IsEditor property available

We have introduced new property in the Platform Service that allows you to differentiate when you’re running your code in the Visual Editor and when you’re not.

For that we have added these properties:

  • Platform.IsEditor: True when executing in the editor, false otherwise.
  • Platform.ExecutionMode: Enum property containing one of the next values:
    • Standalone: The app is executing as a standalone application outside VisualEditor.
    • Editor: The application is running into the Visual Editor
    • EditorSimulation: The application is running into the Visual Editor on Simulation Mode.

Primitive components

Until now, when you wanted to create primitives from the editor, you had to select the primitives from the Model selector. However, sometimes you want more control over that primitives. For example, I want to change the size of a sphere without changing the entity’s Transform3D scale or adjusting the tessellation to your needs.

And, as we added the Mesh components in this Wave Engine version, we decided to add several primitive as components. They inherit from the Mesh component, so they can use the MeshRenderer component and MaterialComponent. These are the new primitive components:

  • SphereMesh
  • CubeMesh
  • CylinderMesh
  • ConeMesh
  • CapsuleMesh
  • TorusMesh
  • PyramidMesh
  • TeapotMesh
  • PlaneMesh


We have also changed the way the Editor creates the primitive entities:


Battery level support

WaveEngine has included in this version access to the battery life in the WaveServices.Platform.Features.Battery property.  It has the following interesting properties:

  • RemainingChargePercent: The percentage of the remaining battery.
  • Status: Enum of the BatteryStatus type. Represents the battery status and has one of the next values:
    • Unknown: The battery is in an unknown state
    • Charging: The battery is plugged in and charging
    • Discharging: The battery is currently discharging
    • Full: The battery is completely full
    • NotCharging: The battery is neither charging nor discharging
    • NoBattery: The battery is not present
  • PowerSource: Enum of the power source type. It can have one of the following values:
    • None: No external power source.
    • Ac: Charging from AC
    • USB: Charging from USB
    • Wireless: Charging from the wireless charger.
  • BatteryChanged: Event fired when the battery level or one of its properties has changed.


Vibration API

Another platform feature added in this WaveEngine release is the Vibration API. Now we can control the duration of the vibration with the following method in the WaveServices.Platform.Features.Vibrate property.

Vuforia 6.2.10 support

Wave Engine White Shark decided to improve the AR power upgrading its Vuforia integration, now implementing Vuforia 6.2.10 version. It has some new attractive functions such as:

  • Vumark Support: The next generation bar code. It allows the freedom for a customized and brand-conscious design while simultaneously encoding data and acting as an AR target. VuMark designs are completely customizable, so you can have a unique VuMark for every unique object.
  • Trackable component, making your AR development much easier.
  • Visual Editor integration.

New Forward Material

Our Standard Material is a really powerful material that uses Light Prepass to calculate its lighting, which is able to compute several lights thanks to its illumination pass.

However, that light pass has a cost especially when we have a small amount of light or none or when we try to manually configure your lights in a mobile development when GPU is a valuable resource.

For those cases we created the ForwardMaterial. It gets the lighting from the most relevant light that affects it in the scene (the brightest one or the closest one). That means the fastest rendering and the absence of the Light Pass.


Xamarin Forms template launchers.

If you’re using your Wave project within Xamarin Forms application, there is now some good news, as we’ve created a new template that helps you with the integration. This template will create a Xamarin Form with a Wave Engine component in it, similar to the other Interop templates like WPF and GTK#.

Xamarin Forms template on the UWP profile

PreRender and PostRender events

RenderManager has added two new useful events:

  • OnPreRender: called before the manager starts rendering the scene.
  • OnPostRender: called after the manager has finished rendering the scene.

These events can be helpful when dealing with other libraries (We used PreRender event on our NoesisExension to render the panel to a texture) or synchronizing your rendering phase with other parts of your application.

Geometry Shader support

We took a step further in our DirectX/OpenGL integration with the addition of Geometry Shaders. These shaders will allow you to create geometry in GPU, allowing spectacular effects like tessellation,displacement mapping or accelerated particle sprite generation. Now when you create your custom material, you can pass the Geometry Shader path along with the Vertex and Pixel shaders in every technique.

Urho3D 1.7 Released

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Somewhat belatedly announced (by me), Urho 3D 1.7 was released last week.  Urho is an open source 3D game engine available here.  I coveredlogo a previous version of the Urho game engine as part of the closer look game engine series if you wish to learn more.  Urho is also the underlying technology behind the Atomic Game Engine as well as Xamarin’s C# port, UrhoSharp.


Urho 1.7 brings several new features including inverse kinematic (IK), Apple TV platform support, WebAssembly compilation and much more.  Details from the release notes:

Changelog
  • Inverse kinematics support.
  • Bullet RaycastVehicle support.
  • AppleTV platform support.
  • WebAssembly support on the Web platform.
  • IME support on Linux platform.
  • Several font rendering improvements and TypoGraphy sample.
  • WebP image loading support.
  • Sparse navigation meshes and navmesh streaming support.
  • AutoRemove bool removed. Replaced with more general AutoRemoveMode mechanism.
  • Free functions supported in attribute accessors.
  • IntVector3 class.
  • EnumAttributeAccessorImpl is now compatible with enum classes.
  • Use default continuous physics & substepping values for Box2D world.
  • Node-specific 2D physics collision events.
  • Improved Box2D joint handling.
  • Use GetDerivedComponent() when getting PhysicsWorld2D to allow subclassing it. PhysicsWorld2D members no longer private also for this reason.
  • ApplyLinearImpulseToCenter() function in RigidBody2D.
  • Additional info exposed in 2D physics events.
  • CollisionShape2D scale allowed to be signed.
  • Refactor PhysicsWorld2D contact info.
  • ParticleEmitter2D can be made to stop / restart emitting.
  • CSV and base64 encoding options when loading TMX files.
  • Several tilemap / TMX file improvements.
  • Improved convex hull debug draw.
  • Bool & int shader parameters on D3D11 / OpenGL.
  • Maximum extrusion distance for directional light shadows.
  • Shader compilation defines added to materials.
  • Shader compilation defines added to renderpath commands.
  • Shader compilation define exclusion mechanism in Pass.
  • Multisampled rendertargets.
  • Mipmapped rendertargets.
  • Alpha-to-coverage can be enabled in pass or material. Requires D3D11 or OpenGL.
  • Line antialiasing support.
  • Optional soft particles support.
  • Improve VSM shadows by moving z/w divide to pixel shader.
  • Anisotropic-nearest filtering mode, when supported.
  • Optional per-texture max anisotropy setting.
  • Physical light values support.
  • Area light support.
  • Multisample option for VSM shadows.
  • Shader cache location is configurable, and defaults to a user-writable directory.
  • Renderer events for screen buffer allocation & global shader parameters having been set.
  • Renderer event for all views having been rendered.
  • DecalSet optionally sizes vertex & index buffer only based on use.
  • New face camera mode in BillboardSet & Text3D.
  • Support defining neighbor terrains to avoid LOD discontinuities.
  • AnimationController internal control structures can be accessed as part of its public API.
  • AnimationController can be queried if any animation is playing on a layer.
  • Allow to get animation tracks by index.
  • Custom projection matrix support.
  • Implement GetMultiSampleLevels() on OpenGL.
  • Monitor and refresh rate options for Graphics::SetMode().
  • Allow unclamped morph weights.
  • Static helper function for calculating VertexBuffer element offsets.
  • Model metadata support.
  • PBR improvements.
  • Clean up PBR shaders & techniques; do not require tangents in PBR shaders unless using normal mappings.
  • Possibility to set mouse mode or visibility before Input class initialization.
  • Mouse centering / position setting moved to Input public API.
  • Seek method for audio streams.
  • Anchors and pivots can optionally be specified for UI elements.
  • ProgressBar UI element added.
  • UI root element custom size support.
  • UIElement child XML loading returns created child instead of success bool.
  • Add delta parameter to UI element resize event.
  • SDF font supersampling.
  • FontType enum exposed to public API.
  • NAVIGATIONPUSHINESS_NONE mode in CrowdAgent.
  • NavArea solid debug geometry.
  • To/from string conversions in JSONValueType / JSONNumberType.
  • Add function to test for Rect / Rect intersection.
  • Resize overloads in Vector / PODVector.
  • Remove ineffective static TypeInfo checking functions.
  • Node & UIElement child query function overloads that return a collection.
  • Node IsChildOf() function.
  • Temporary parameter added to Node CreateChild() function.
  • Sprite2D can define its draw & texture rectangles.
  • UniquePtr class.
  • Several math API functions added.
  • Stable random generator added.
  • Add FloatToRawIntBits function.
  • Variant can hold Rect objects.
  • Variant can hold 64-bit integers.
  • Mipmap manipulation support in Image.
  • Image class SaveDDS() function.
  • Text3D GetHeight() function.
  • Console auto-completion.
  • Console text highlighting according to message type.
  • XMLFile GetOrCreateRoot() function, and XMLElement GetOrCreateChild() function.
  • Urho3DPlayer attempts to read CommandLine.txt from resource system on all platforms, if cannot read from filesystem.
  • Improve use of SDL_Init() so that Context keeps track of initialized SDL subsystems.
  • IES cookie generation in RampGenerator.
  • AbstractFile as a parent class for those that implement both Serializer & Deserializer.
  • Allow specifying child node by name in attribute animation paths.
  • Functions to get rotation axis & angle in Quaternion.
  • Improved AngelScript API dump.
  • Consts exposed to AngelScript API.
  • OS query functions added to ProcessUtils.
  • Add resource to cache before sending background load event.
  • Prevent sending event to subscribers added during event handling.
  • Prevent rendering of unnecessary shadow maps.
  • Prevent rendering of deferred light volumes which would be masked out due to lightmask being only 8-bit in deferred rendering.
  • Move “cold” parts of Node into NodeImpl class to improve performance.
  • Populate rapidjson value before adding to parent.
  • Update to AngelScript 2.31.2.
  • Update to FreeType 2.7.1.
  • Update to SQLite 3.18.0.
  • Update to LibCpuId 0.4.0.
  • Update to Box2D 2.3.2.
  • Update to Assimp 3.2.
  • Update to LZ4 1.7.5.
  • Update to Bullet 2.86.1.
  • Build system: ensure empty CMAKE_OSX_DEPLOYMENT_TARGET on iOS build.
  • Build system: auto-disable PCH on Android Clang build.
  • Build system: prefer CMake’s regex instead of grep.
  • Build system: turn off PCH on bad ccache version.
  • Build system: Bash on Ubuntu on Windows -support.
  • Build system: work around MinGW 6.1.0 linking issue.
  • Build system: MinGW 6.1.0+ fix (narrowing conversion / internal compiler error.)
  • Build system: consider MinGW as multilib compiler.
  • Build system: make URHO3D_64BIT option applicable on MinGW.
  • Build system: use absolute output path for MinGW sysroot auto-detection.
  • Build system: fix Wayland build.
  • Build system: autodetect availability of clock_gettime() on Apple platforms.
  • Build system: fix package metadata for RPI & ARM platforms.
  • Build system: fix Urho3DAll.h generation in non out-of-source build.
  • Build system: avoid special chars in paths in MRI script passed to ar utility (Web build.)
  • Build system: Always use export header for auto-discovering build options.
  • Build system: use -O2 option for MinGW release build
  • Build system: add option to control how to share resources on web platform.
  • Build system: check availability of native compiler toolchain.
  • Build system: remove older CMake constructs that are no longer necessary.
  • Build system: new Android toolchain.
  • Build system: several Web build related improvements.
  • Build system: MODULE library type support option for Web build.
  • Build system: disable exception handling codegen for Web DEBUG build.
  • Build system: remove unused options from define_source_files() macro.
  • Build system: Prevent resource symlink creation during resource packaging.
  • Build system: Skip try_compile test when not appropriate (iOS debug build.)
  • Build system: use no_weak_imports linker flag.
  • Build system: workaround struct redefinition on newer MinGW.
  • Build system: search for DirectX path both rooted & non-rooted.
  • Build system: make clean for MinGW / Android / Web platforms.
  • Build system: enable multi-threaded compilation in Visual Studio.
  • Build system: fix mklink test when current path is not sources dir.
  • Build system: fix symlinked batch files not being launchable from Windows Explorer.
  • Build system: generate PCH files using naming convention expected by Clion.
  • Build system: generate dummy PCH only in out-of-source build tree.
  • Editor: do not attempt to parse extensionless files as XML.
  • Editor: draw navigation debug geometry.
  • Editor: prevent unnecessary attribute inspector refresh on resource reload.
  • Editor: allow drag-drop of generic XML files into attribute edit fields.
  • Editor: improved handling of structure attributes.
  • Editor: optimization to avoid updating temporary objects when they are not shown in hierarchy.
  • Editor: optimize update during object spawn.
  • Editor: paint selection.
  • Editor: show origins option.
  • Editor: fix UI element internal var indexing so that editing user-defined variables works right.
  • Editor: restore window positions on viewport mode switch.
  • Editor: terrain editor.
  • Editor: color wheel for Text3D.
  • Editor: double size on high DPI display.
  • Editor: fix resource browser node add/removal shown in hierarchy window.
  • Editor: fix resource browser preview camera position.
  • AssetImporter: possibility to export animation without skinned mesh.
  • AssetImporter: $fbx node suppression.
  • AssetImporter: fix animation start/end times when saving multiple animations.
  • AssetImporter: fix incorrect applying of model’s root node transform.
  • Documentation: explain how to setup Windows MKLINK privilege.
  • Documentation: add section on scene graph events.
  • Documentation: explain EMSCRIPTEN_WASM build option.
  • Documentation: note on simultaneous network server & client usage.
  • Documentation: update on the define_resource_dirs() macro.
  • Documentation: do not include RapidJSON classes.
  • Documentation: inverse kinematics page.
  • Sample content: Kachujin model, used in SkeletalAnimation sample.
  • Sample content: new Urho3D logo.
  • Sample content: mutant model added to the CharacterDemo.
  • Sample content: Vertex colors in the standard primitive models.
  • Sample content: fix normals / lighting on the cylinder.
  • Sample content: Line primitive models.
  • Sample content: material preview model.
  • Fix broken off-mesh movement for CrowdAgent.
  • Fix Bullet assert / crash when collision shape was changed from compound to non-compound.
  • Fix unintended update of wordwrapping text’s width.
  • Fix uninitialized fields in FontFaceBitmap.
  • Fix recreation of CollisionChain2D shape.
  • Fix positioning of borderless window (if not filling the whole monitor.)
  • Fix RigidBody2D not returning to original transform.
  • Fix copypaste error in SpriteSheet2D load code.
  • Fix out-of-bounds text buffer access when compiling an AngelScript module.
  • Fix VariantMap to JSONValue and back conversion.
  • Fix handling /./ in executable path in SanitateResourceName().
  • Fix crash if script object constructor throws.
  • Fix incorrect optimization in UIElement::GetElementAt().
  • Fix potential crash when erasing sibling nodes during component destructor.
  • Fix blend modes for 2D particles.
  • Fix use of asGetActiveContext() in template code, as it could leak undesirably to user application and cause undefined symbol.
  • Fix jumping Slider knob.
  • Fix AngelScript temp variable corruption and problem with handle-reference argument.
  • Fix Constraint2D body connection serialization (other body nodeID.)
  • Fix instancing in vegetation shader.
  • Fix SDL keyboard input on RPI platform.
  • Fix fixed size billboard not properly realculating size in all cases.
  • Fix multisample quality handling on D3D11.
  • Fix Text3D batches beyond the first not showing correctly.
  • Fix input scaling for high DPI displays.
  • Fix differentiation of alpha & RGBA textures in text shader.
  • Fix crash in usedGlyphs mode.
  • Fix zero sized UI root element causing divide by zero.
  • Fix various missing script API functions.
  • Fix terrain UV coordinates generation.
  • Fix shader define update when Text3D changes its rendering between SDF / non-SDF.
  • Fix erroneous fadeout of other AnimationController animations, if playback of new animation failed.
  • Fix nearest filter mode not using mipmaps on OpenGOL.
  • Fix skinning matrix pointers changing erroneously after late creation of bones.
  • Fix BillboardSet 16 bit indices limitation.
  • Fix CrowdAgents getting erroneously included in navmesh geometry.
  • Fix calculation of UI element combined screen rect.
  • Fix world space tangent for billboards.
  • Fix ValueAnimation’s time range not getting expanded by adding event frames.
  • Fix ValueAnimation removal during event handling causing crash.
  • Fix word wrap text char positions.
  • Fix WorkQueue item insertion; insert last if no other option possible.
  • Fix unnecessary mouse centering in screen mode change handling.
  • Fix unsafe removal of event receivers.
  • Fix string corruption in SQLite queries.
  • Fix error in skybox HLSL shader when instancing is forced on.
  • Fix erroneous reuse of backbuffer depth buffer when multisampling.
  • Fix uninitialized memory in Material.
  • Fix out of bounds array access when material quality is higher than high.
  • Fix shadow-related shader function signatures on GLES.
  • Fix shaky water shader on GLES.
  • Fix memory leak in AngelScript Dictionary.
  • Fix weight fade erroneously affecting animation after weight was set manually.
  • Fix LookAt mixed rotation mode.
  • Fix skydome GLSL shader.
  • Fix depth bias not getting cloned in Material::Clone().
  • Fix CrowdAgent removal to be safe during reposition event.
  • Fix keeping track of RigidBody2D constraints.
  • Fix double shader parameters passed from e.g. Lua, convert to float.
  • Fix navigation system obstacles not observing their scene node movement and updating themselves.
  • Fix self-insertion in Vector.
  • Fix slowed down navigation agent when scene node dirtied during reposition event.
  • Fix slope-scale bias adjustment on OpenGL.
  • Fix incorrect hashing of rasterizer states on D3D11.
  • Fix AnimationController animation search differentiating slash and backslash when it shouldn’t.
  • Fix LineEdit text & cursor not being centered by default.
  • Fix potential flipped normals in physics collisions (double manifold issue.)
  • Fix undefined __cpu_model symbol in shared lib on GCC.
  • Fix cache datatype for URHO3D_LIB_TYPE
  • Fix Android black screenshot (use RGBA format.)
  • Fix missing network update if node is added to the scene late.
  • Fix crash when setting model resource to drawable component that is not attached to a scene node.

Unity And Unreal Engine Add Support for Google’s ARCore SDK

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Today both Unity and Unreal Engine announced support for Google’s ARCore SDK, Android’s answer to Apple’s recently released ARKit.  So what are ARCore (and ARKit)?  These are SDKs making it easier to implement augmented reality applications on mobile devices. 


First, Unity’s announcement:

Unity and Google have a shared vision of democratizing Virtual and Augmented Reality development. Unity’s XR team has been working hand-in-hand with the Immersive Computing team at Google to overcome some of the most difficult challenges AR development presents.

One of the biggest challenges that developers face is ensuring that their apps and experiences are available to the widest possible audience. To overcome this challenge, AR needs to work on hardware that users already own, such as mobile devices. Technologies like ARCore present new opportunities for delivering AR experiences to millions of users. With this SDK, developers can use Unity to easily create new high-performance AR Android Apps or upgrade existing apps with exciting AR functionality.


Then Unreal Engine’s announcement:

Google has announced ARCore, which brings augmented reality (AR) functionality to Android smartphones starting today. This is great news because you can immediately get started with Google’s developer preview of ARCore, which includes Unreal Engine support!

ARCore enables AR development across the Android ecosystem, giving developers the ability to make compelling AR experiences without the need for any additional hardware.

Today, the ARCore SDK supports the Google Pixel, Pixel XL, and the Samsung Galaxy S8 running Android 7.0 Nougat and above. As the developer preview is refined, Google is adding new devices, with a target of 100 million devices at launch.

We at Epic are working to empower developers to create amazing AR experiences using Unreal Engine, which is gaining deeper AR platform support by the day. Unreal Engine 4.18, coming in mid-October, is shaping up to be a major release for AR, with more mature ARKit support, along with early access support for ARCore.


I personally don’t see the point behind AR beyond a marketing exercise.  Augmented reality applications have been around since the beginning of modern smart phones.  Are you more excited about AR?  Or like me do you just view this as a the next gimmick marketing move?


3ds Max 2018.2 Update Released

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One of the nice features of moving to an annual subscription model is continuous updates throughout the year.  Autodesk have released their second update for Autodesk 3ds Max 2018.  Spline tools have seen a lot of love in this release with new freehand spine tools, new spine modifiers and the addition of 3ds Max Batch a MAXScript and Python based automation scripting system that can also be deployed in the cloud.


Details from the release notes:


3ds Max Batch:
  • 3ds Max Batch allows you to perform MAXScript or Python automation in the background, as a standalone process or in parallel with the desktop application.
  • 3ds Max Batch can be deployed on the cloud.
Freehand Spline:
  • The Freehand Spline allows you to create hand-drawn splines directly in the viewport.
Spline Influence Modifier:
  • The Spline Influence Modifier allows you to create a soft selection of spline knots based on their proximity to specified objects.
Spline Mirror Modifier:
  • The Spline Mirror Modifier allows you to easily duplicate a spline along a specified axis.
  • Duplicates any present normals.
Spline Morph Modifier:
  • The Spline Morph Modifier allows you to blend between different shapes.
  • Two methods available: progressive and blended.
Spline Overlap Modifier:
  • The Spline Overlap Modifier detects self-overlapping splines and adjusts the displacement of the intersecting segments.
Spline Relax Modifier:
Optimize Spline Modifier:
  • The Optimize Spline Modifier reduces the number of knots and adjusts their handles to optimally reproduce the original spline as closely as possible.
Influence Helper:
  • The Influence Helper allows you to easily select vertices and apply proximity based falloffs to effects.

Enhancements and Changes

PathDeform ModifierThe PathDeform modifier now works in object space and can also push the materials onto the geometry based on the materials applied to segments.
Normalize Spline ModifierThe Normalize Spline modifier now gives you more options to make your splines even out.
UVW Unwrap ModifierThe top UVW Unwrap Modifier defects submitted and nominated by the user community have been fixed in a continuing commitment to quality.
CAD based importCAD based imports through ATF now have an average 30% reduction in conversion times.
ViewportsComplex scenes, such as a commercial airliner interior with hundreds of seats, can now be used and manipulated in the viewports.

GameMaker Studio For Mac Released

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In beta for some time now, YoyoGames have finally released GameMaker Studio for Mac OS.  GameMaker Studio is a popular 2D game engine which is now available on Windows, Ubuntu and MacOS starting at $99.  In addition to the release of GameMaker on Mac OS, they have also released version 2.1 for all platforms.


New functionality in GameMaker 2.1 include:

Timed with the macOS launch, GameMaker Studio 2 is also receiving a comprehensive update with new features and quality-of-life improvements. The 2.1 version update introduces:

· A “last used” list: Expedite your workflow by accessing recently used assets through the new Resent Assets section of the resources tab;

· Code folding: Maximize your editing efficiency by selectively hiding or expanding sections of code, managing large sections of text while only viewing the few lines of relevant code;

· Resource tree update: Tailor the newly redesigned resource tree to your programming needs with customizable layouts, colours, and icons to highlight sections that are important to your workflow;

· Integrated debugger: Debug your programs on Mac via a simple debugging layout with new panels for debug events, keeping the focus on cleaning up your code;

· Multi touch support: Code on the go with Mac laptops, using the standard touchpad pan and zoom features to navigate naturally through workspaces.


For more information be sure to visit the GameMaker homepage available here.

Godot 2.1.4 Released

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Even with the Godot 3.0 release on the horizon, they still managed to release an update to the 2.x branch, 2.1.4.  Referred to as a maintenance release, it’s actually remarkably full of new features such as Windows Store/Xbox One support, MFi gamepad support and an improved Godot 3.0 exporter.


Details of the release from the announcement:


  • Platform: iOS: MFI gamepad support, audio improvements
  • Platform: macOS: system menu integration, better multimonitor DPI scaling, audio and input improvements
  • Platform: Support for UWP (Universal Windows Platform) alias WinRT as target platform, with gamepad support
  • 2D editor: Fix IK not being solved while dragging a bone (regression in 2.1.3)
  • 3D editor: Ability to select subscenes when clicking them in the viewport
  • Debugging: Many improvements to the editor's debugger and display of complex types
  • Display: Add "expand" option for window stretch aspect
  • GDScript: Backport advanced string format feature from the master branch
  • Physics: Add one-way collision to tile-set/tile-map
  • Physics: Backport move_and_slide API from the master branch
  • Tools: Improvements to the Godot 3.0 exporter (still work-in-progress)

NVIDIA Nsight Visual Studio Edition 5.4 Released

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NVIDIA have released version 5.4 of Nsight for Visual Studio.  Nsight is a GPU profiling tool for developing and debugging GPU apps that use CUDA C++, OpenCL, DirectCompute, Direct3D, Vulkan, OpenGL, Open VR or the Occulus SDK.  It is available as a free download for registered NVIDIA developers.  You can learn more and download Nsight here.


Details of the 5.4 release:


  • Improvements to the Range Profiler that provides instant GPU bottleneck analysis
    • Identify expensive GPU workloads using time-based range selector scalingnsight
    • View and compare any GPU metrics with user configurable graphs
    • More visualization options for viewing profiling results
    • Improved state navigation directly from profiling results with Event links
  • Serialized frame captures now generate Visual Studio 2017 projects and solutions
  • Microsoft Universal Windows Platform (UWP) applications are now supported by the graphics Frame
  • Windows 10 RS2 is now supported in all aspects of graphics and compute trace and profiling, on all supported GPUs, and in Microsoft Hybrid mode on laptops
  • Support for CUDA Toolkit 9.0 RC
  • Bug fixes and performance improvements, including
    • Improved UI performance intelligent more shader caching
    • Improved Resources View responsiveness on applications with high texture counts
    • Improved Vulkan application stability

Defold Engine 1.2.112 Released

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Defold Engine 1.2.112 has just been released.  A relatively minor update, probably the biggest feature of this release is removal of dependencies on a graphics subsystem allowing the engine to run in headless mode.  This is a very common approach for running a game engine as a server on a back end.  The release also includes various fixes detailed below.  If you’ve never heard of it, Defold is a free 2D Lua powered game engine.  We have a complete tutorial series available if you want to learn more.


Details from the release notes:

go.delete

We have extended the go.delete1 function to accept an additional bool parameter that will recursively delete the child hierarchy of the deleted object, in child to parent order. The function now also accepts a table of game object ids, which deprecates go.delete_all.

Collada fixes

The Collada parser has been fixed so that it can parse start and end times for animations (per scene). The asset unit entry is also applied to skeleton bone positions, instead of being included in their scale.

Headless engine

We have removed the dependency for X/GLFW on the headless version of the engine. This means that you should be able to run the headless engine on hardware without X, graphics card and monitor.

Engine
  • DEF-1644 - Added: New option in go.delete to also delete children.
  • DEF-1827 - Fixed: GUI nodes stretch when changing window size while disabled.
  • DEF-2845 - Fixed: Correctly initialize font cache.
  • DEF-2867 - Fixed: Headless version of engine no longer depend on GLFW/X/OGL.
  • DEF-2857 - Fixed: Truncate info/error/warning editor marker strings if too large.
  • DEF-2715 - Fixed: Collada scene start/end/framerate are parsed and used.
  • DEF-2854 - Fixed: Collada asset unit is applied to bone positions.
  • DEF-2837 - Fixed: Increased the Java heap size for javac and dx commands in build service.
Documentation
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