Materialize was just released for free. What exactly is Materialize? In the creators own words:
Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need.
Materialize is production tested, having been used to generate metallic, smoothness and occlusion textures for the Uncharted collection. It is very similar in scope and functionality to Substance’s B2M or the free ModLab.
Essentially you start by feeding it a diffuse map, which you can then edit as you desire, then create a height map, normal map, edge map, smoothness map, AO map and metallic map automatically.
Each step of the way you have fine tune control over how each individual map is created. For example, here are the controls governing the creation of the normal map.
You also have the ability to provide your own maps from file if you have them, simply use Materialize to generate the maps that you are missing. There are also features in place for creating tiled maps. Of course to go along with all of it, there is a real-time preview of the map you are creating, including multiple skyboxes and control over the post processing effects show in the preview.
When you are done you are able to export your generated maps to a variety of different texture formats. Just an all around amazing application and one that should be added to every texture makers toolkit! Watch the video below to learn more and see Materialize in action! There are also some tutorials available here if you wish to learn more.
Art GameDev News
Looking for a small but full featured open source (LGPL) C++ 14 game engine with a built in editor? If so, the Limon Game Engine might be the perfect choice for you! Primary features of the Limon game are:
- Model loading using Assimp
- Skeletal animations
- Realtime shadows
- Rigid body physics
- 3D spatial sound
- Preliminary AI
- In game map editor
- Trigger volumes
- API for Custom Trigger code
- Loading shared libraries that has Trigger code
- Creating Animations in editor
Additionally the engine is documented, with the manual available here. The source code is cleanly written C++ 14 code and is available on Github. The engine works on Windows, Mac and Linux with binaries available for download here. If you are interested in seeing the engine in action, be sure to check out our hands-on video, embedded below. There are additional videos available on the Limon YouTube channel, available here.
EDIT – The author in response to the video has released an updated version, with the editor key changed in 0.5.2 to the much more sensible F2 key.
CryTek have just released several assets from the game Ryse Son of Rome. The content pack consists of Egyptian level data from that game and includes several models, textures and a sample level showcasing the included assets.
Details of the assets from the CryEngine marketplace:
The Egyptian themed assets in the pack provide large and small-scale elements for dressing your own Egyptian setting with statues and hieroglyphics set next to giant modular pyramids.
This pack was previously provided as part of the Humble CRYENGINE Bundle 2018, and we’re delighted to make them available to everyone for free now.
The assets are released under the CryEngine limited licensing agreement, which seemingly prevent you from using these assets in other game engines.
Too see the assets in action and for instructions on how to use them, be sure to check out the video below.
In just 4 months since GIMP 2.10 was released, we have now seen 4 major patches (yeah, the versioning could use some work… ) that have brought rapid improvement to the open source raster art package. The 2.10.6 release brings several new features including vertical text layers, two new filters, improved straightening and more.
Details from the news file:
Core: - Render drawable previews asynchronously. - Merge the file view filter and file format lists in GimpFileDialog. The presence of 2 lists was very confusing. Filters: - New "Little Planet" (gegl:stereographic-projection) filter. Tools: - Halt the Measure tool after straightening. - Add an "orientation" option to the measure tool, corresponding to the "orientation" property of GimpToolCompass (i.e., it controls the orientation against which the angle is measured, when not in 3- point mode.) The orientation is "auto" by default, so that the angle is always <= 45 deg. Note that the "orientation" option affects the tool's "straighten" function, so that the layer is rotated toward the current orientation. - Text layers can now represent vertical texts, with 4 variants: left-to-right and right-to-left lines, and forcing all characters to be upright or following Unicode's vertical orientation property. See also: * https://www.unicode.org/reports/tr50/ * http://www.unicode.org/Public/UCD/latest/ucd/VerticalOrientation.txt User Interface: - The Dashboard dockable dialog now has an "async" field to the dashboard's "misc" group, showing the number of async operations currently in the "running" state. - New Preferences option to enable/disable layer-group previews, since these can get quite time-expensive. Translations: - New language: Marathi - 9 translations were updated: Brazilian Portuguese, German, Greek, Italian, Polish, Romanian, Slovenian, Spanish, Swedish.
You can learn a great deal more about this release in the release notes available here.
Today is the first release of the CopperCube game engine, since version 6 came out a month ago. This release is relatively minor, including mostly quality of life changes such as improved selection capabilities as well as an enlarged debug console, improved scene restart functionality and more. If you are interested in learning more about CopperCube be sure to check out our complete tutorial series available of DevGa.me.
Details of the release from the CopperCube forum:
This update includes some improvements and fixes for some minor bugs of the 6.0 release:
– Better selection indication
Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.
– Larger Debug console
For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized.
– Improved restart scene action
Previously, the ‘Restart scene’ action would not reset altered fog and postprocessing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.
– CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can’t be used together at the same time. It will disable anti-aliasing now for this by default.
– Various minor improvements and tweaks here and there.
Think Silicon just released GLOVE (GL Over Vulkan … yeah, I don’t get how they make that work either) an open source middleware component that makes it so you can run OpenGL ES on Vulkan. Available for Android, Linux and Windows, it seamlessly translates OpenGL called to Vulkan at runtime. The code is available on GitHub under the LGPL v3 open source license.
Details of how GLOVE works from the Github page:
GLOVE (GL Over Vulkan) is a software library that acts as an intermediate layer between an OpenGL application and Vulkan.
GLOVE is focused towards embedded systems and is comprised of OpenGL ES and EGL implementations, which translate at runtime all OpenGL ES / EGL calls & ESSL shaders to Vulkan commands & SPIR-V shader respectively and finally relays them to the underlying Vulkan driver.
GLOVE has been designed towards facilitating developers to easily build and integrate new features, allowing at the same time its further extension, portability and interoperability. Currently, GLOVE supports OpenGL ES 2.0 and EGL 1.4 on a Linux platform, but the modular design can be easily extended to encompass implementations of other client APIs as well.
GLOVE is considered as a work-in-progress and is open-sourced under the LGPL v3 license through which it is provided as free software with unlimited use for educational and research purposes.
Future planned extensions of GLOVE include the support for OpenGL ES 3.x and OpenGL applications.
Keep in mind this is a pretty early release and has only been tested on a small subset of hardware with mixed results. You can find a great deal more technical information on how GLOVE works and how to extend it in this document. Keep in mind, this is a fairly new technology and only has been tested on a small subset of devices. You can read more about this release here.
CryEngine 5.5 just got a step closer with today’s release of Preview 5. Beyond bumps to a few SDK dependencies, 5.5 preview 5 is mostly composed of fixes. New features include a new lens flare effect and a screen fader post effect.
- Updated to Wwise SDK v2017.2.6 build 6636.
- Updated to Fmod Studio 1.10.06.
- Updated Oculus spatializer plugin for Wwise 1.27.0.
- New: View dist ratio for clip volumes.
- New: Added feature light lens flare.
- New: Screenfader post-process effect.
- Fixed: Bug where m_fZoomDistanceSq would change during successive render passes and cause culling of attachments during skinning.
- Fixed: Map load causes collider component settings to change.
- Fixed: Crash when opening a certain Particle Effect.
- Fixed: Missing WaterDDN in vertex-shader.
- Fixed: Cubemap rendering.
- Fixed: SVOGI in combination with forward tiled.
- Fixed: Temporal AA jitters.
- Fixed: Clip volumes for fog volumes
- Fixed: Emitters not activating properly (muzzle flashes etc.).
- Fixed: C# solution not being generated for non-C# projects in the Sandbox Editor (when the first C# file is added).
- Fixed: Crash in obtaining help info in python module after VS 2017.7 compilation. Autocomplete data is generated by pythoneditor.generate_pythoneditor_autocomplete_files.
- Fixed: .level.cryasset file is not generated after upgrading levels from .cry to .level.
- Fixed: Not enough occlusion if offline voxelization for GI is used.
You can read more about the 5.5 Preview 5 release here.
To pieces of news in one post! First off, today CopperCube 6 was just released. Second, it is now also available for free! If you are interested in learning more about this 3D game engine aimed at creating games with little to no programming, be sure to check out our CopperCube 5 hands-on video available here.
Of course, there has to be a catch… how are they going to make money to support continued development? Well, there are upgraded versions available:
So basically the Free tier lacks post processing effects, video playback and a command line interface while requiring a splash screen. The Studio version is the same as the pro version, except comes with the game client source code.
As to what is actually new in CopperCube 6, here is the feature list from the forum announcement:
– Post-Processing Effects
– Full FBX import with Animation
– New lighting system
– Unified colors and lighting
– DDS support
– WebGL 2 support
– Loading screen image
– Multi Selection
– WebGL automatic pointer lock
– Freeze Scale command
– Better Wireframe mode
– Automatic DirectX installer
– Scene Metrics tool
– Nicer User Interface
– More terrain generation options
– Lots of performance improvements
– Updated Lightmapper
– Improved OpenGL renderer
– Improved WebGL font rendering
– Automatic clip prevention for FPS camera children
– Preview of new D3D 11 renderer (alpha, not public yet)
– and many more smaller new features
Full change log available here. CopperCube is already available for download on Steam, weighing in at just under 100mb. CopperCube is available on MacOS and Windows, sorry Linux users.
Hot on the heals of the tier 2 source release, a new version of AppGameKit was just released, V2018.07.12. This release contains many new fixes, as well as updated HTTP functionality, a bump to Google Play Services version and a change from Google Cloud Messaging to Firebase Cloud Messaging, due to the upcoming discontinuation. If you are interested in learning more about AppGameKit, be sure to check out our review.
Details of this release:
- Added AddHTTPHeader and RemoveHTTPHeader commands to add and remove custom headers from HTTP requests
- Changed the method for Android expansion file downloads to hopefully be more reliable
- Added GetHTTPStatusCode command to return the response status from the server
- Fixed HTTP downloads on iOS sometimes showing progress as 0% even when the download is working
- Updated Google Play Services on Android to version 15.0.0
- Updated Android to use Firebase Cloud Messaging instead of Google Cloud Messaging (which is being discontinued April 2019)
- Fixed a freeze on some Android devices when continuously loading and deleting OGG music files
- Fixed Android Tier 2 template projects causing a crash when sent to the background whilst in landscape on newer versions of Android
- Fixed a crash when loading .ms3d files on 64-bit versions of Android
- Fixed GetSpeechNumVoices causing a crash on Android if the speech engine wasn’t ready
- Fixed ViewFile, ShareImage, and ShareTextAndImage not working on Android with the new API 26 target
- Fixed GetSupportedShaderVaryings returning the incorrect value on desktop platforms
- Fixed missing help text for CreateObjectFromHeightMap command
- Fixed projects containing files outside the current project folder sometimes failing to open those files when the project was closed and re-opened
- Added code to Mac apps to detect window focus lost/gained through GetPaused and GetResumed
If you are interested in learning more about the recent Tier 2 source code release, be sure to check out the video below.
Corona, a seminal cross platform 2D game engine using the Lua programming language just released version 2018.3326. This is the first public release of Corona since 2017. The biggest new feature in this release has to be beta support for the HTML5 target, enabling you to run your Corona game in web browsers.
Important parts of the update:
- HTML5 beta.
- Google Play changes to support IAP level 27.
- GDPR support.
- Apple support fixed (iOS 11.4 and XCode 9.4 supported)
Additionally in this release, several libraries were made open source:
In addition to these changes, Corona Labs is open-sourcing the following libraries:
You can download the Lua source for these libraries from the Corona Labs GitHub account. In addition, the
widget.* library was updated to be in sync with our internal library.
You can read the full release notes here. Corona is free to download but requires registration. You can sign in and download Corona here. If you run into problems trying to perform an HTML5 build, be sure to launch the Corona simulator as an administrator on Windows. This at least fixed my error 12 problems when performing an HTML5 build, seems to be a permissions issue.