Today at CppCon, Microsoft announced they are open sourcing the Visual C++ implementation of the Standard Template Library. Available now on GitHub and licensed under the Apache License v2.0 with LLVM Exceptions.
Details of why Microsoft have open sourced their STL implementation from the C++ team blog:
Q: Why are you doing this?
A: There are several reasons. Working on the STL in GitHub will allow our customers to follow our development as it happens, try out our latest changes, and help improve our pull requests by reviewing them. As C++ Standardization accelerates, with more large features being voted in every year, we believe that accepting major features as open source contributions will be important. (For example, C++20’s chrono and format libraries are potential candidates.) We also want to contribute back to the C++ community by making it possible to take our implementations of major features. (For example, C++17’s charconv.)
If you’re getting your hopes up that this is the first step in open sourcing more of Visual Studio, don’t get your hopes up too high!
Q: Are you going to open source anything else in the MSVC toolset?
A: We have no such plans. We chose the STL because it’s different from other MSVC libraries and the compiler. Specifically, the STL is fast-evolving and designed by the C++ Standardization Committee, unlike other MSVC libraries. (Being designed by Committee is an advantage for open sourcing! It means that we don’t need to spend any time and energy on feature design review. Implementation strategy and tactics are far more constrained, and therefore easier to review.) The STL is also relatively easy to contribute to, and somewhat loosely coupled, unlike the compiler (where, as a general rule, everything interacts with everything else).
(One exception: there are support libraries for the STL that we may open source in the future, but we have nothing to announce at this time.)
You can learn more about this open source release in the video below.
Amazon have released a new version of the Lumberyard game engine. This release includes 70+ features, changes and improvements.
Highlights of the release from the Lumberyard blog:
- We continue to add new features and make workflow improvements to Script Canvas visual scripting to save you time. In this release, Script Canvas gets greater flexibility working with dynamic types, new comment and group presets so you can define color code comments and groups, and the ability to disable nodes so you can test different graph structures more quickly. We’ve also added three new nodes for increased functionality: Repeater, Switch, and Ordered Sequencer. (A few months ago we released the Project N.E.M.O sample to help you get started with Script Canvas. Check it out here.)
- The EMotion FX Animation Editor can now dynamically simulate physically-based secondary animation for your actors. This lightweight solver provides realistic looking motion for items like backpacks, holsters, and even long hair, as your actor moves. Using the Simulated Objects node, you can adjust an objects stiffness, gravity factor, colliders, and more.
- Lumberyard Beta 1.21 now uses NVIDIA’s PhysX 4.1. This latest version of PhysX boasts increased performance, stability, and accuracy.
- We’ve also refactored Lumberyard’s cross-platform architecture. We removed heavy reliance on cascading platform #ifdefs by reorganizing platform-specific code into a parallel directory hierarchy. This makes cross-platform feature development and maintenance easier and also significantly reduces the effort required to add new platforms to Lumberyard. (Note that public APIs were not changed as part of this refactor.)
You can read full details of this release in the release notes available here or by watching the video below. The example N.E.M.O demonstrated in the video below is available here.
Every year Google sponsors the Summer of Code, a program that pays students to work on open source projects. This year’s GSoC is over and the results are being released. Earlier in the week the Godot game engine reported their results, yesterday Blender reported the results of the 7 projects undertaken in the 2019 summer of code.
The 2019 GSoC projects at Blender were:
More details about the entries are available of the Blender Developer blog or learn more by watching the video below.
The Game Creators have just announced an excellent new perk for owners of AppGameKit Studio, their newly released 2D game engine with a full editor built on top of the AppGameKit SDK. Available as free DLC, AppGameKit Studio owners will now get the Mega Media Bundle free.
Details from the AppGameKit website:
This FREE DLC for AppGameKit STUDIO includes these AppGameKit Classic media libraries:
- 3D Asset Pack
- Community Template Games
- Games Pack 1
- Games Pack 2
- Giant Asset Pack 1
- Giant Asset Pack 2
3D Asset Pack
Includes over 250 low polygon 3D models, complete with diffuse, normal and specular textures, ready to drop into your project.
The assets are subdivided into eight categories, and provide an ideal starting point for your 3D game or app
Community Template Games
A range of AppGameKit projects with full source code and media to help you learn how different game genres can be created
Games Pack 1
Over 20 AppGameKit game projects you can play, many of which come with full source code
Games Pack 2
Full project source code is included with all the seventeen games in this pack
Giant Asset Pack 1
A library of over 400 megs of 2D art assets are at your disposal. Includes platformer graphics, space genre art, explosion animations, UI art, vehicles and much more
Giant Asset Pack 2
Art for classic board games, pixel art, slots, icons, characters and more – over 350 megs of art assets
Owners of AppGameKit Studio can download the pack from TheGameCreators Order History Area and Steam users can just add the DLC to their library for FREE.
If you are interested in learning AppGameKit Studio be sure to check out our step by step tutorial available here or watch the video embedded below.
There is a new Humble Bundle of interest to developers, the Humble Level Up Your Python Bundle. This one is an eclectic mix of Python related content including subscriptions to JetBrain’s PyCharm Python IDE, access to training courses, videos and books. As always Humble Bundles are organized into tiers, with each tier giving complete access to all the tiers below it. In this case however it is slightly different, in that subscription duration replace those from the lower tiers with a longer duration and are not cumulative.
Tiers of this bundle consist of:
- PyCharm IDE Pro Subscription 2 Months
- MongoDB for Developers Video
- PyBites Code Challenge 20
- Python Tricks The Book
- Illustrated Guide to Python 3
- PyCharm 4 Months
- Async Techniques and Examples in Python Video
- Pytbites Code Challenge 40
- Python Basics
- Learning the Panda Library
- Building Data Driven Web Apps with Flask and SQLAlchemy Video
- Pybites 60
- Managing Python Dependencies with Pip and Virtual Video
- Effective PyCharm
- PyCharm IDE 6 Month Subscription
- Python Morsels: Weekly Practice 6 Month Subscription
Please be aware that many of these items need to be redeemed before the end of 2019 or they will expire. As always with Humble you can choose how your money is allocated between the publisher, humble, charity or if you choose (and thanks if you do!) GFS. If you are interested in learning Python for Game Development, check out the following Python Game Engine resource.
Fanatical have just entered the book market with a number of eBook bundles on a variety of subjects including Blender, Unity, Unreal and C++ development. In the case of the Unreal and C++ books you can even buy individual books or smaller bundle packages to suit your needs. Additionally there are bundles on machine learning, security, blockchain, WordPress, command line and more.
The primary bundles of interest to game developers are:
The books in this bundle are from Packt Press, which can vary massively in quality. Several of the books have also been in prior Humble Bundles, so be sure to check your Humble library before making a purchase. All of the above links contain an affiliate code that helps support the channel if you use them to make a purchase (and thanks if you do!).
Learn more about the bundles in the video below.
Ambiera have released CopperCube 6.3. CopperCube is a commercial 3D engine with a generous free version available that enables you to create games with little to no programing required.
New features in CopperCube 6.3 include:
- Publishing new apps to the google play store now works again (Google has upped their minimal API level)
Android target version is now 29 (instead of previously 26).
- Improved iPhone WebGL support:
- iPhone normal map rendering now also works on WebGL. Most iPhones don’t support 4 lights at the same time, so rendering is reduced to two lights at the same time for these.
- Nicer fallback shaders for iPhones
- Added Italian translation
- Improved arabic translation
- When running your WebGL code on a device not supporting all shaders, the “could not link program” error messages isn’t displayed anymore.
- Various other minor improvements here and there
You can learn more about this and previous releases here. If you are interested in learning CopperCube be sure to check out our complete tutorial series on our sister site DevGa.me or watch the video tutorial available below.
Back in February we announced that Godot was a recipient of the annual Google Summer of Code. Essentially this is an open source effort funded by Google where they pay students to work on open source projects. This year the Godot game engine had 8 students working on various different projects. At this point the GSoC is over and Godot released the results of this years efforts.
The projects consisted of:
You can learn more about the results of any individual project by clicking any of the links above or by clicking here. If you are interested in learning how to use the Godot game engine, be sure to check out our complete tutorial series available here. Learn more about the GSoC entries for 2019 in the video below.
PlayCanvas, the HTML5 based 3D game engine just released version 1.23.0. The primary new features of the release is that PlayCanvas is now available via the NPM, the Node Package Manager. Additionally you can now generate TypeScript definitions for the entire API.
Details of the release from the PlayCanvas GitHub:
- [NEW] PlayCanvas now available on NPM: https://www.npmjs.com/package/playcanvas (@aidinabedi)
- [NEW] Official TypeScript definitions for the entire PlayCanvas API (‘npm run tsd’)
- [NEW] Added pc.Vec2/3#distance (distance between 2 points)
- [IMPROVEMENT] Post effects now use MSAA render targets when WebGL 2 is available
- [IMPROVEMENT] Grab pass can now be used in combination with post effects (@aidinabedi)
- [IMPROVEMENT] playcanvas-latest.js renamed to playcanvas.js
- [IMPROVEMENT] WebVR Polyfill dependency removed from the engine
- [DOCS] Build a local copy of the API reference manual (‘npm run docs’)
- [DOCS] 100s of fixes and improvements to the API reference manual (@aidinabedi)
- [FIX] Right to Left text alignment fix
- [FIX] Entities cloned inside postInitialize now have their own postInitialize functions called
If you are interested in checking out or learning PlayCanvas check out our PlayCanvas Step by Step Bowling Game tutorial.
Epic have just released Unreal Engine 4.23. The star feature, the new Chaos physics and destruction engine announced back at GDC made it’s beta release in this version, although you currently have to build UE4 from source. The new physics system enables you to destroy world geometry with fine tune control as well as tightly integrate with the Niagara particle system.
Details of this release from the Unreal Engine blog:
Thanks to our next-gen virtual production tools and enhanced real-time ray tracing, film and TV production is transformed. Now you can achieve final shots live on set, with LED walls powered by nDisplay that not only place real-world actors and props within UE4 environments, but also light and cast reflections onto them (Beta). We’ve also added VR scouting tools (Beta), enhanced Live Link real-time data streaming, and the ability to remotely control UE4 from an iPad or other device (Beta). Ray tracing has received numerous enhancements to improve stability and performance, and to support additional material and geometry types—including landscape geometry, instanced static meshes, procedural meshes, and Niagara sprite particles.
Unreal Engine lets you build realistic worlds without bounds. Fracture, shatter, and demolish massive-scale scenes at cinematic quality with unprecedented levels of artistic control using the new Chaos physics and destruction system. Paint stunning vistas for users to experience using runtime Virtual Texturing, non-destructive Landscape editing, and interactive Actor placement using the Foliage tool.
We have optimized systems, provided new tools, and added features to help you do more for less. Virtual Texturing reduces texture memory overhead for light maps and detailed artist-created textures, and improves rendering performance for procedural or layered materials respectively. Animation streaming enables more animations to be used by limiting the runtime memory impact to only those currently in use. Use Unreal Insights to collect, analyze, and visualize data on UE4 behavior for profiling, helping you understand engine performance from either live or pre-recorded sessions.
This release includes 192 improvements submitted by the incredible community of Unreal Engine developers on GitHub!
Be sure to check the full release announcement for more details on the release or watch the video below.