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OGMO Level Editor

OGMO is a free and open source level editor, written in Haxe by Matt Makes Games the makers of Celeste among other games.  The level editor is available on GitHub under the MIT open source license.  OGMO 3.1(.1) was just released.

Details of the new release from the changelog:

  • 3.1.1
    • Added entity image to entity palette
    • Move broken levels to trash instead of deleting them permanently
    • Fix image previews leaking out of the popup
    • Fix a typo in the popup box-shadow
    • Don’t show the “delete” option for image popups
    • Added .ogmo file association metadata
  • 3.1.0 
    • Improved non-json file handling in the level manager panel
    • Added the ability to use an image for Entities

If you are interested in checking out OGMO, be sure to check the documentation, which also includes instructions on how to build the Haxe code yourself.  If you would like to see OGMO in action, be sure to check out the video below.

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Tiled 1.3 Released

Tiled, the open source map editor, the open source map editor just released version 1.3, the first major release in almost a year.  Details of the 1.3 release from the release notes:

Scripted Extensions

The biggest change in this release is the introduction of the scripting API, which allows you to extend the functionality of Tiled with JavaScript. Scripts can implement custom actions, custom editing tools and add support for additional map or tileset formats.

Almost everything that can be modified through the UI can be changed through a script as well. Scripts can also connect to certain events to automate actions, for example on loading or saving an asset. Any changes made by scripts automatically create appropriate undo commands, which can be grouped together using the Asset.macro function.

Scripts can be grouped in folders to make it easier to share them with others, for example by cloning a git repository into the extensions folder. Tiled automatically reloads the scripts when it detects a change to any loaded script file.

Issues View

A new “Issues” view was added, where reported warnings and errors are displayed persistently and can be searched. Many of the issues reported here can also be double-clicked to jump to the relevant location for fixing the issue. The error and warning counts are displayed on the status bar to make sure they don’t go unnoticed.

While Tiled may encounter many issues of itself, for example when AutoMapping or exporting to certain formats, issues can also be reported through the scripting API. This could be used to add sanity checks to make sure your map won’t trigger an error in your game.

Configurable Keyboard Shortcuts

The keyboard shortcuts of most actions can now be changed from the new Keyboard tab in the Preferences. Shortcut schemes can be imported and exported and potential conflicts are marked in red.

New Update Notifications

Tiled now features a native up-to-date check, which displays an unobtrusive notification in the status bar whenever it detects that a newer version is available. This replaces the previously used 3rd-party solutions Sparkle and WinSparkle. For those who don’t want it, it can be turned off in the Preferences, in which case you can still manually check for a new version by opening the “About Tiled” dialog.

The new system does not automatically download & install the new package. For automatic updates, I recommend installing Tiled through the itch.io app.

Be sure to check the full release notes for an in-depth change log.  You can learn more about this release in the video below.  Additionally we have done a complete tutorial series that will get you up and running with Tiled.

Art GameDev News Design


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Unity And Oculus Team Up on VR Course–John Carmack Leaves Oculus

Two completely unrelated stories (beyond the Oculus commonality) in one today.  First, Unity and Oculus have teamed up to launch an 11 part, 20+ hour course on all aspects of creating a VR game using the Unity game engine with the Oculus Rift SDK and hardware.

Details from the Unity blog:

We’ve partnered with Oculus, to launch an extensive intermediate level course guiding you through all aspects of building a virtual reality (VR) game. As the VR industry continues to grow and mature, developers are asking more questions about making the switch to VR, and developers who already work in VR want to improve their skills. That’s why we teamed up with the experts at Oculus to build this comprehensive VR course, “Design, Develop, and Deploy for VR.

In more than 20 hours of hands-on course content, you’ll learn about programming, user experience (UX) considerations for VR, optimization, launching your game and more. Twelve experts from Oculus and Unity give you in-depth lessons to help you build your own vertical slice (think, level of a game) of an escape room game. Plus, after you complete the course, you can submit your vertical slice for feedback from Oculus.

Even though this course is centered around creating a game, the principles and learnings apply to almost any type of VR content, whether you’re building practical business applications or immersive experiences as art or entertainment. You’ll find this course useful even if your interests go beyond making a game. 

The course is hosted on the Unity Learn platform.  You can learn more about Unity learn here.

In additional Oculus news, John Carmack (of id fame) has announced he is stepping down as CIO of Oculus.  His announcement came via Facebook post, excerpt below:

Starting this week, I’m moving to a “Consulting CTO” position with Oculus.

I will still have a voice in the development work, but it will only be consuming a modest slice of my time.

As for what I am going to be doing with the rest of my time: When I think back over everything I have done across games, aerospace, and VR, I have always felt that I had at least a vague “line of sight” to the solutions, even if they were unconventional or unproven. I have sometimes wondered how I would fare with a problem where the solution really isn’t in sight. I decided that I should give it a try before I get too old.

I’m going to work on artificial general intelligence (AGI).

Thankfully John is leaving Facebook before working on artificial intelligence!  You can learn more about both announcements in the video below.

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Crytek Release “Neon Noir” Real-Time Raytracing CryEngine Benchmark

Back at GDC 2019, Crytek surprised the world with a demonstration that showcased real-time raytracing without the need for modern RTX enabled hardware.  Today CryTek released that benchmark into the wild.  You can learn more about the benchmark here.

CryTek did an in-depth interview describing the process of creating the benchmark available here:

Crytek has released a new video demonstrating the results of a CRYENGINE research and development project. Neon Noir shows how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games. The Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing. This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.

Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE’s advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.

Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.

The benchmark is available on the Crytek Marketplace and requires you to have the CryEngine launcher installed.  You can check out the benchmark running on rather antiquated hardware (at a respectable clip!) in the video below.  According to the CryEngine Roadmap we should expect to see raytracing support (with or without hardware) in CryEngine 5.7, scheduled for a Spring 2020 release.

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Xenko 3.1 Released

The open source MIT licensed game engine Xenko just released version 3.1.  We have featured Xenko several times in the past including this somewhat outdated tutorial series.  The 3.1 release is somewhat difficult to nail down what is new, as the release blog post primarily focuses on the new NuGet features:

Xenko was always a big proponent of NuGet: since first version, Xenko was distributed as a NuGet package.

However, due to limitations (hello packages.config and project.json!), we were leveraging NuGet more as a distribution medium than proper NuGet packages: Xenko 3.0 is still a monolithic single package and it would not work out of the box when referenced from Visual Studio without using Xenko Launcher and Game Studio.

Xenko 3.0 paved the way by making Xenko compatible with the new project system (game projects were referencing Xenko using a PackageReference).

Today, Xenko 3.1 brings Xenko as a set of smaller NuGet package, each containing one assembly, with proper dependencies:

GitHub

As a result, it is now possible to create a game project that references only the packages you want.

You can learn more about the release, as well as a complete unfiltered change long here.  One other thing to be aware of before upgrading to Xenko 3.1 is the requirement to use Visual Studio 2019!  You can learn more about Xenko and this release in the video below.

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Unreal Engine Game Development Bundle

There is a new bundle of interest for game developers on Humble, this is the Humble Unreal Engine Game Development Bundle featuring GameDev.tv.  It’s a collection of courses and assets (as well as the games QUBE 1 and 2) for use with the Unreal game engine.  As always the bundle is split into different tiers, where you buy a higher dollar value tier, you get all of the tiers below it.

In this bundle the tiers are:

1$ Tier

  • Unreal Cinematics Training Course
  • Q.U.B.E
  • Star Sparrow Modular Spaceship
  • Another Stylized Material Collection 8

16$ Tier

  • Math For Games Training Course
  • Unreal C++ v4.1X Training Course
  • QUBE 2
  • Master Control Material
  • Rusty Barrels Volume 2
  • Another Easy Terrain Material

20$ Tier

  • Unreal Multiplayer Training Course
  • Unreal C++ 4.22 Training Course
  • Unreal Blueprint Training Course
  • Unreal VR Training Course
  • Steampunk/Victorian Environment with Vehicles
  • Gamemaster Audio – Prosound Mini Pack
  • Slum Village Environment

As with all Humble Bundles, you can decide how your money is allocated between the publisher, humble, charity or if you so choose (and thanks if you do!) to support GFS using this link.  Learn more about this bundle in the video below.

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Unreal Studio Now Part of UE 4.24 + Twinmotion Free Longer

In addition to the Quixel acquisition news, Epic Games had a number of other announcements today, mostly in regards to non-game development uses of Unreal Engine.  The first news is that Unreal Studio and it’s associated Datasmith functionality are being rolled into Unreal Engine 4.24.  Details from the announcement blog:

As of our upcoming Unreal Engine 4.24 release, the features of Unreal Studio are being rolled into Unreal Engine and will be made available to everyone for free. Unreal Studio, which has been in open beta since March 2018, is a suite of tools and services designed to augment Unreal Engine for architecture, manufacturing, and product design; however, its features have applicability across broader markets.

The most notable Unreal Studio feature that will now become a standard feature in Unreal Engine is Datasmith, a workflow toolkit that enables you to efficiently aggregate and optimize 3ds Max, Revit, SketchUp Pro, Cinema 4D, and a wide range of CAD and BIM data in Unreal Engine.

Making Datasmith available to all Unreal Engine users brings high-fidelity, whole-scene conversion to the masses! In addition, the new Visual Dataprep makes automating data preparation workflows more accessible so smaller, design-focused teams can benefit from them.

As part of this integration all Unreal Engine users will gain static mesh editing, basic UV projections, jacketing and defeaturing optimization tools, and a Variant Manager.

Additionally they announced that the free period for TwinMotion (acquired in May) would be extended into 2020:

Previously, we’d announced that Twinmotion would remain free until November 2019; once downloaded, you can continue using the free version indefinitely. Today, we’re extending the free availability until our next release of Twinmotion, which is anticipated to ship in the first quarter of 2020. The new version will offer even greater photorealism, improved assets, tools to facilitate collaborative workflows, and more.

Twinmotion is a toolset that makes it easy to create interactive architectural scenes powered by Unreal Engine, you can check in out in action in this video.  You can learn more about both of these announcements in the video below.

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Humble Software Sale On Now

The folks over at Humble Bundle are running a deal on software until November 18th, 2019.  Included software includes game engines, art and video applications, audio applications, a 3D modeller and more.

Highlighted items from the sale include:

There are a few dozen more items on sale so be sure to check the sale homepage for more offers.  You can learn more about the sale in the video below.  All the above links contain affiliate codes that give GFS a small commission if you use them to purchase anything (and thanks if you do!).

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Top Programming Languages Of 2019

Every year GitHub release their State of the Octoverse report containing a huge number of insights drawn from datamining the massive number of public and private repositories on GitHub.  One of the most interesting parts of the report is always the most popular programming languages.  This year, the 10 most popular programming languages on GitHub are:

  1. JavaScript
  2. Python
  3. Java
  4. PHP
  5. C#
  6. C++
  7. TypeScript
  8. Shell
  9. C
  10. Ruby

The list was created using the following criteria:

Top 10 primary languages over time, ranked by number of unique contributors to public and private repositories tagged with the appropriate primary language.

Every year Stack Overflow have a similar report, drawn instead from a developer survey.  The language popularity reports are remarkably consistent between the two 2019 reports.

You can learn more about the reports watching the video below.

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Sulis Open Source Rust RPG

Sulis is an open source (GPLv3) licensed RPG written using the Rust programming language.  It is a full implementation of a western style ( Baldur’s Gate, Divinity) RPG with Lua scripting, turn based combat, dialog and inventory systems and much more.

Sulis is available for download for both Windows and LInux on sulisgame.com.  Features of Sulis include:

  • Cross platform native binaries, currently built for Windows and Linux
  • Multiple campaigns with over 8 hours of playtime, featuring both handcrafted and procedural content.
  • We are designing a detailed and fully realized world and story – check out the Lore page.
  • Designed with modding in mind – although more work still needs to be done in this area.
  • A powerful 2D graphics engine with zoom, scalable UI, HiDPI support, and a swappable graphics backend.
  • Runs on very modest hardware – even software renderers (although at a reduced frame rate).

The source code is hosted on Github.

You can learn more about, as well as see Sulis in action, in the video below.

GameDev News