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    1. Today
    2. Hello again, nice to see you at this weeks Dev Diary! This weeks topics are; More YouTube content coming. a Simpler game to be the first one to come out. Without further ado; Content Updates My dear friend asked me if I had planned any Live-Streaming of my workflow. Sadly, I don't have the courage yet to make a live-streaming of my workflow. I always try to get to a "flow" state, and Live-Streaming is a hindrance in that sense. I won't say no to it indefinitely, I will keep that as a possibility for the future. How ever, I will be releasing the recordings in a more friendly format for watching, at nearly real-time speed. This is done by semi-automatic cutting methods, where I first deleted every duplicate frame, that were still for more than a second. Next, I cut the video to pieces according to project area. The picture above is just to show the whole frame count of the video after the Pre-Processing pass with FFMPEG and a few manually cut scenes of my Desktop, Windows messages and the picture errors that happened while recording the video. The first part will be about 15 minutes long and the second part might be over 40 minutes, as I make a lot more of the generic assets in that one. I might still cut it from the appropriate places to make the videos shorter, so that the Generic furniture of the Kitchen area would be at least in 3 parts total. The black bar below the videos will be used for the playlist of the video. Currently I have plans for showing the Album cover of the songs, the name of the ReMix and remixer and the original song name. I also would like to make a timer counting down how long the song will last and animate the transition to a new song. I just have to see how to make a clear but advanced looking status bar, preferably having a 3D look to it. I will try both Blender and After Effects for this and see which one has the better workflow. Another Game? First and foremost, the Horror title that I have been releasing material from thus far will remain my main priority. I came to this conclusion to make another game first, after making the main menu and watching many tutorials on how to make a 2D game in unity. Since it will be much faster to make a 2D game, I will be able to finish one game quicker and that can act as advertisement for the Horror Title. Fiddling with the Photoshop so much, how ever, got me hooked on image editing, which is just the right kind of energy needed for creating a 2D game. The idea for the game is still in the back burner and I'm still figuring out what it could be about, but I will make it as simple as possible, in order to have it released within a month from starting it. More information on that when I have started the side-project. The game will be a mobile title, which I will make using Unity. It will function as a simple demonstration of what I have learned and will be fully animated 2D or 2.5D game. The work on this title will start at earliest after I have completed editing the videos for the Project Taival YouTube -channel. I realize that announcing a side-project before the first one is ready can be seen as alarming for people, especially when the projects are made by a single person, who has no previous releases to show. But all the more reason for me to not fudge this up I welcome the peer pressure as motivation for me and I do hope to see you supporting me in spirit in this endeavor. That's it for this weeks Dev Diary and I hope to see you next week! PS. Any suggestions for either game are still most welcome. What could I do differently on these Dev Diaries to make them more interesting? Any constructive criticism is most welcome. You can keep your self up-to-date about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn
    3. MAJI-JACK

      Behind The Scenes Voice Recording Video

      Sachin and Josh are recording voice lines for the upcoming trailer video. The game is near completion! We hope you guys will enjoy it!
    4. alvaro

      Pathfinding (I'm lost)

      If you end up using A*, I want to point out that in a situation where there are static and dynamic obstacles, you can solve the "all shortest paths" problem with static obstacles only (as a preprocessing step) and then use it as an admissible heuristic in A*. This should make A* extremely fast in situations where the dynamic obstacles don't block major routes. Depending on your game design, this might be the typical case.
    5. Tom Sloper

      Prototype to showcase writing skills

      Oh. Silly me. Never mind then! Not too short, and not too long. Length is both time and word count. Are you worried about how long it should take to play your prototype? Or are you worried about how many words to write? I sincerely doubt that you would be marked down for art quality. I doubt you would be marked down for having art in your prototype. I coubt you would be marked down for not having art in your prototype.
    6. chell

      Prototype to showcase writing skills

      Thanks Tom! I mentioned I was in school for background and we are supposed to look on forums for advice for this assignment. So if I wasn't in school what would you suggest for a prototype for a portfolio to highlight writing skills? Would you include art or stick with a text based game?
    7. Check out this post by Livio De La Cruz (https://superheroesinracecars.com/2016/08/11/implementing-racing-games-an-intro-to-different-approaches-and-their-game-design-trade-offs/). You may be underestimating the ability of a physics simulation to do what you want though. You can have a physics simulation without an opaque physics engine, and you can have an opaque physics engine that you can force to do exactly what you want, as long as you know just enough about how it works.
    8. Tom Sloper

      Prototype to showcase writing skills

      Ask your professor. Ask your professor. Good luck!
    9. Hello! Could someone help me out with what is the best way for a vehicle movement without physics? I'm trying to do something like a top down shooter and currently have come to a wall with non physics vehicle movement. Surprisingly I can't find anything really helpful online. I don't want to use physics as I need a pixel perfect movement and physics can be unpredictable. I have a basic idea involving line tracing from corners of the vehicle, but I may actually need more points than four for the movement to look right, and the computation in that case is starting to seem little bit too complex for just one vehicle. Is there some obvious routine how to do that that I'm overlooking? Also I'm working in unreal engine if that's any help, but this is supposed to be more general question. Thanks!
    10. Rutin

      Mr Boom's Shipping Container

      Haha! Casio FX-702P? That should be in a relic museum. Buy yours now on Ebay!
    11. Please, do not use those OpenGL commands, they're like 15+ years old. Please look at the hundreds of OpenGL 3.0+ tutorials and examples out there.
    12. @Uttam Kushwah please wrap your code in code blocks, it's the <> and is very easy to do and makes reading your code a whole lot easier for us. You can even edit your posts and add in the blocks if I recall correctly. And sadly for you, there is no right way of doing ECS. Everyone and their dog/cat has an opinion on the matter. Look at different pieces of existing example code. Tutorials you can find online. See which one best fits or suits your needs/preferences. But in your above example, I would say you have issues. Why does your seeker need access to a rigid body? That should be handled by the physics system and it's component for this entity. I honestly think "StrategyManger" is a poor choice in naming but hope this is merely a made up example. But I would have StrategyManger have access to the PositionSystem and if really needed the PhysicsSystem to query information based on the entityID it's currently processing. I honestly feel, after a few years now using of ECS that in 90% of cases they're way over engineered solutions that typically have much simpler and cleaner traditional solutions. Do you really need to dynamically add features to your game objects? Will a table suddenly grow a new leg? Will a cat really need a second tail?
    13. lawnjelly

      Mr Boom's Shipping Container

      48k? Pah! I raise you one 'R Tape loading error' .. Complaining about attribute problems but at least you had colour! Alright I started on a zx spectrum too (xmas 82?) but I did have a go programming on a friend's zx81 which had a massive 1k of memory and pixels as big as dogs, I remember the adverts on the back of sinclair user claiming that now there were THREE high resolution games for the thing. And I also had one of these, but don't think I managed a game on it: https://en.wikipedia.org/wiki/Casio_FX-702P (sorry Rutin for derailing your beautiful artwork! :) )
    14. Rutin

      First Substance Source Signature Release of 2019

      Great collection. Both the Space Station Cargo Rack and Thermal Insulation Panel also free! (Check links above)
    15. Today, the Substance team releases the first Signature Series collection of 2019, introducing 15 new materials created exclusively for Substance Source by gaming veteran and Senior Material Agent for PlayStation Visual arts Service Group, Javier Perez. Each material is fully customizable and shares a theme that ties back to one of humanity’s greatest accomplishments: the conquest of space. Despite the appeal of working with digital scenes above the Earth, making realistic digital 3D space vehicles and habitats is a daunting prospect for even the most experienced artist. The real-world composites needed to make space accessible are highly complex in their makeup and look, forcing artists hoping for photorealistic recreations to start from scratch. Perez’s collection offers a head start for anyone looking to create digital scenes featuring man-made objects that exist in space, from spacecraft to satellites to modern-day space stations and beyond. “As a kid, I wanted to be an astronaut. The environment of space always captivated me, and even as life took me in a different direction my love for it remained,” said Perez. “When I was approached to create my own Signature Series release, I wanted to share my enthusiasm for space exploration and offer something that artists of all levels could appreciate.” The 15 materials that comprise Perez’s collection fall into three distinct, and yet connected categories: “Living Quarters,” “Space Station” and “Space Shuttle.” Like all materials in the Substance Source library, each of Perez’s materials are full tweakable, and each serves a different purpose for artists looking to create a scene in space. All materials were procedurally created specifically for this collection and take their inspiration for real-world images and reference points connected to NASA missions. The materials under the Living Quarters banner feature unique and detailed shapes and forms, and include everything an artist would need to create the functional and rugged look of an astronaut’s habitat, including reinforced walls and built in storage to combat the effects of zero gravity. The Space Station materials offer slightly softer edges, mixing in cloth and hi-tech polymers like those found onboard the International Space Station (ISS). As in real-world space exploration, everything serves a purpose, and combinations of materials can be used to mimic the sophisticated and often fragile feel of living in space. The third set includes materials inspired by the Space Shuttle. Although NASA’s shuttle was retired in 2011, its inspiration lives on for artists, astronauts and space agencies around the world. The materials found in this category can help recreate the complex and unique look of the shuttle, from its distinct heat-resistant tiles to the massive and well-worn engines. Artists can also use the materials to create replicas of modern spacecraft or create something original capable of withstanding the harsh conditions of space. All materials are available now. Perez brings nearly a decade of game design experience to his collection, with a resume that includes blockbuster hits like Call of Duty: Infinite Warfare, Metal Gear Solid V: The Phantom Pain, Planetside 2 and many others. His connection with Substance goes back several years, and includes both tutorials and a presentation at Substance Days 2018. To celebrate the release of the collection, two materials – “Space Station Cargo Rack” and “Thermal Insulation Panel” – are available now at no additional cost for Substance subscribers. Perez’s new collection joins the ever-growing Substance Source library, which now features nearly 1,750 ready-to-use materials available to download. Perez will also join Allegorithmic product manager Wes McDermott on Wednesday, March 20, to offer a deep dive into the making of the collection while offering tips on how best to use them. Pricing/Availability Access to Substance Source is available through a monthly subscription. Subscribers receive 30 Substance Source material downloads per month, along with Substance Designer, Substance Painter and Substance B2M for $19.90 (Indie) or $99.90 (Pro). Professional users and teams can also buy the entire Substance Source library, along with one year of updates, for $4990. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost. View full story
    16. Today, the Substance team releases the first Signature Series collection of 2019, introducing 15 new materials created exclusively for Substance Source by gaming veteran and Senior Material Agent for PlayStation Visual arts Service Group, Javier Perez. Each material is fully customizable and shares a theme that ties back to one of humanity’s greatest accomplishments: the conquest of space. Despite the appeal of working with digital scenes above the Earth, making realistic digital 3D space vehicles and habitats is a daunting prospect for even the most experienced artist. The real-world composites needed to make space accessible are highly complex in their makeup and look, forcing artists hoping for photorealistic recreations to start from scratch. Perez’s collection offers a head start for anyone looking to create digital scenes featuring man-made objects that exist in space, from spacecraft to satellites to modern-day space stations and beyond. “As a kid, I wanted to be an astronaut. The environment of space always captivated me, and even as life took me in a different direction my love for it remained,” said Perez. “When I was approached to create my own Signature Series release, I wanted to share my enthusiasm for space exploration and offer something that artists of all levels could appreciate.” The 15 materials that comprise Perez’s collection fall into three distinct, and yet connected categories: “Living Quarters,” “Space Station” and “Space Shuttle.” Like all materials in the Substance Source library, each of Perez’s materials are full tweakable, and each serves a different purpose for artists looking to create a scene in space. All materials were procedurally created specifically for this collection and take their inspiration for real-world images and reference points connected to NASA missions. The materials under the Living Quarters banner feature unique and detailed shapes and forms, and include everything an artist would need to create the functional and rugged look of an astronaut’s habitat, including reinforced walls and built in storage to combat the effects of zero gravity. The Space Station materials offer slightly softer edges, mixing in cloth and hi-tech polymers like those found onboard the International Space Station (ISS). As in real-world space exploration, everything serves a purpose, and combinations of materials can be used to mimic the sophisticated and often fragile feel of living in space. The third set includes materials inspired by the Space Shuttle. Although NASA’s shuttle was retired in 2011, its inspiration lives on for artists, astronauts and space agencies around the world. The materials found in this category can help recreate the complex and unique look of the shuttle, from its distinct heat-resistant tiles to the massive and well-worn engines. Artists can also use the materials to create replicas of modern spacecraft or create something original capable of withstanding the harsh conditions of space. All materials are available now. Perez brings nearly a decade of game design experience to his collection, with a resume that includes blockbuster hits like Call of Duty: Infinite Warfare, Metal Gear Solid V: The Phantom Pain, Planetside 2 and many others. His connection with Substance goes back several years, and includes both tutorials and a presentation at Substance Days 2018. To celebrate the release of the collection, two materials – “Space Station Cargo Rack” and “Thermal Insulation Panel” – are available now at no additional cost for Substance subscribers. Perez’s new collection joins the ever-growing Substance Source library, which now features nearly 1,750 ready-to-use materials available to download. Perez will also join Allegorithmic product manager Wes McDermott on Wednesday, March 20, to offer a deep dive into the making of the collection while offering tips on how best to use them. Pricing/Availability Access to Substance Source is available through a monthly subscription. Subscribers receive 30 Substance Source material downloads per month, along with Substance Designer, Substance Painter and Substance B2M for $19.90 (Indie) or $99.90 (Pro). Professional users and teams can also buy the entire Substance Source library, along with one year of updates, for $4990. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.
    17. I am currently in school for Game Development and for an assignment I have to make a prototype that showcases my writing skills. I am developing a choice based Twine game as my prototype but I have a few questions. The basic premise is focusing on the emotional consequences and traumas of fighting in a mech during war time. How long should the prototype be in order to showcase my writing skills? Should I include any limited art? I am not good at developing 2D art assets and I'm worried that adding some might detract from writing.
    18. Uttam Kushwah

      Understanding Entity Component System?

      i don't know it is the right way for an example i have different sets of operation can be performed on each single character(id) like seeking to the position,attacking to the enemy by pursuing him etc. for instance let say character have a have static pointer to the StrategicSystem and it will add its related physicalBody and id , seek_point as we do in pure ECS class StrategyManger { struct SeekerObject { btVector3 seek_point; btRigidBody* body; }; /* and many more */ std::map<unsigned int,SeekerObject> seekers; static physicsSystem* game_world_physics; static objects::Camera* camera; public: StrategyManger(physicsSystem* game_physics,objects::Camera* cam) { game_world_physics = game_physics; camera = cam; } void seekUpdate();// will iterate over each seeker object and change them accordingly. void addSeekerObject(const unsigned int id,btRigidBody* seeker,btVector3 seek_point);// called by the character which needs to be updated { SeekerObject t; t.seek_point=seek_point; t.body= body; seekers.insert(pairs<id,t>); } }; all character needs to do is class character : EventHandler { private: btRigidBody* body; static StrategManager* strategic_manager; unsigned int id; public: void handler(const Event* e); void setSeekPoint(const Event* e); }; void character::handler(const Event* e) { switch(e->type) { case MOVE_COMMAND: { this->setSeekPoint(e); }break; } } void character::setSeekPoint(const Event* e) { pickingSystem* p =(pickingSystem*)e->args2; btVector3* seek_position =(btVector3*)e->args1;//make a cop btVector3 seek_point=*seek_position; delete seek_position; for(unsigned int i =0;i<p->num_picked_objects;i++) if(p->picked_objects==my_id) { strategy_manager->addSeekerObject(my_id,body,seek_point); } } So above the strategyManager is a system id is entity and seekPoint , body are component for the id. am going right.
    19. You are using 3.3 core profile and calling deprecated OpenGL commands.
    20. Hi I am trying to learn sdl 1 and open gl on linux, I have this c code. #include<SDL/SDL.h> #include<GL/gl.h> #include<stdio.h> #include<stdlib.h> int main() { /*Inintialize SDL as usual */ if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Error: %s\n", SDL_GetError()); return 1; } atexit(SDL_Quit); /* Enable OpenGL double buffering */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); /*Set the colour depth (16 bit 565). */ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); /* Create a 640 x 480, 16 bit window with support for Open GL rendering. Unfortunately we won't know whether this is hardware accelerated. */ if (SDL_SetVideoMode(640, 480, 16, SDL_OPENGL) == NULL) { printf("Error: %s\n", SDL_GetError()); return 1; } SDL_WM_SetCaption("OpenGL with SDL!", "OpenGL"); /* We can now use any OpenGL rendering commands */ glViewport(80, 0, 480, 480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(1.0, 0, 0); glVertex3f(0.0, 1.0, -2.0); glColor3f(0, 0, 1.0); glVertex3f(1.0, -1.0, -2.0); glColor3f(0, 0, 1.0); glVertex3f(-1.0, -1.0, -2.0); glEnd(); glFlush(); /*Display the back buffer to the screen */ SDL_GL_SwapBuffers(); /*Wait a few seconds. */ SDL_Delay(5000); return 0; } why is it producing just a blank screen, it compiled fine with gcc linking to -lSDL and -lGL, did I miss any, also I ran glxinfo | grep "version" to see which version of opengl I got. Output: server glx version string: 1.4 client glx version string: 1.4 GLX version: 1.4 Max core profile version: 3.3 Max compat profile version: 3.0 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 3.0 OpenGL core profile version string: 3.3 (Core Profile) Mesa 18.2.2 OpenGL core profile shading language version string: 3.30 OpenGL version string: 3.0 Mesa 18.2.2 OpenGL shading language version string: 1.30 OpenGL ES profile version string: OpenGL ES 3.0 Mesa 18.2.2 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00 P Please help me get started and get some shapes on my screen. Thanks.
    21. ninnghazad

      Understanding Entity Component System?

      you might want to check out the source of https://github.com/miguelmartin75/anax it's a minimal ECS in c++, you could find some inspiration there.
    22. Rutin

      Mr Boom's Shipping Container

      Thank you.
    23. Hi everyone! I'd like to introduce you to my android game. Sphere Control is a simple adventure and recreation game. In the game, we move the ball. The game has currently completed 10 levels. Each level differs from the previous one and introduces new elements to the game, eg a new trap, obstacle, mechanism. Our task is to get all the crystals at a given level. We will be hindered by various traps, obstacles such as moving objects and tasks that we must solve earlier. The game is in a low-poly style. The game is now available on Google Play: play.google.com/Sphere-Control Website: worthout.com FB: facebook.com/Worthout Screen:
    24. This collection was great and helped me develop the engine I always wanted but I have conceded that I'm not going to be working on such things anymore so I've decided to sell the collection. 30 books in all, most very high quality. If this is the wrong forum to post this in, I apologize. Make me an offer, I'll ship if you'll cover it. I hope someone can really use these!
    25. Today Epic Games announced the final recipients of Unreal Dev Grants, a $5 million fund supporting developers working with Unreal Engine 4 (UE4). This last round of grants spans well over a dozen projects, totaling $500,000 in no-strings-attached financial assistance. Recipients come from a variety of industries including games, film, AR/VR/MR, education, and more. "With today's announcement, we've reached our $5 million goal for the Unreal Dev Grants program. As we look back at the list of those we've been able to support throughout the years, we can't help but feel deeply honored to have played a part in the stories of hundreds of projects,” said Chance Ivey, Partnership Manager at EpicGames. “We remain inspired by the talent and dedication that the Unreal Engine community continues to exhibit, and look forward to where everyone will take things next. Though Unreal Dev Grants is now behind us, it's not the end of our ongoing support. Tune in to Epic's State of Unreal opening session at GDC for more information." The goal of Unreal Dev Grants has always been simple: To empower talented artists, designers, and programmers to build upon their outstanding work in and around Unreal Engine 4 while alleviating financial stress. To celebrate the incredible work that has thrived as part of the program over the past four years, Epic has released this highlights reel: In addition to numerous stealth projects, the latest Unreal Dev Grant recipients are: INDEPENDENT GAME: Aeon Must Die! by Limestone Games – Alpha trailer Developed by Estonia-based Limestone Games, Aeon Must Die! is a new beat-em-up game that favors smart decisions over quick reactions. Aeon Must Die! dazzles with its stylized graphics and incorporates an RPG-like alignment system to track how players behave through its ruthless, colorful world. VR GAME: Eclipse - 4D Virtual Reality by BackLight — Website Founded in 2008, BackLight traces its origins back to the passionate musings of two video game professionals who forged their own animation studio. Jonathan and Frédéric channeled their passion for film and images to create 3D animated films that eventually found their way to TV advertisements. Unreal Engine has powered multiple projects for this talented team of innovators, including their hyper-immersive, collaborative 4D experience, Eclipse. They continue to push the boundaries of real-time 3D animation in their upcoming unannounced project, which is also built with Unreal. EDUCATION / INDEPENDENT GAME: BioStories by Bio-Bridge Initiative — Website Biostories is a new interactive series that aims to raise awareness for biodiversity. Initiated by the Secretariat of the Convention on Biological Diversity, the multi-chaptered educational games are being created by two experienced game developers, as well as a team of motivated students from ISART, a leading interactive technologies university in Montreal, Canada. Passionate about sustainability, they hope to evoke change through the medium of interactive media. BioStories Chapter 1 - The Rhinos is expected to release later this year. EDUCATION / ONLINE COURSES: Complete Unreal C++ Dev by GameDev.TV — Website The team behind the insanely successful Unreal Engine C++ Developer: Learn C++ and Make Video Games course from Udemy returns. With more than 170,000 students enrolled in the original course, talented authors Ben Tristem and Sam Pattuzzi from GameDev.tv are working to update and remaster their critically-acclaimed course for the latest versions of Unreal Engine. INDEPENDENT GAME: Cryptant by Orcari – Website Orcari’s Cryptant is an upcoming survival-horror game that is as realistic as it is frightening. Sporting AAA visuals and a dynamic, fully-simulated ecosystem, players must navigate the looming forest canopy, carefully avoiding the treacherous creatures that lurk within. Unite with friends in asymmetrical multiplayer or brave the terrors on your own in single player as Cryptant’s ominous tale unfolds through environmental storytelling. INDEPENDENT GAME: Eximius: Seize the Frontline by Ammobox Studio — Website Eximus: Seize the Frontline is an inventive new take on war from Ammobox Studio that combines the shrewd tactical gameplay of RTS with the skill-testing combat of a first-person-shooter. Build bases, train troops and utilize support abilities as you call down assistance for your units as a strategic Commander. Or, take the battle to the enemy on the ground as an Officer, where you lead your squad into conflict, capturing resources and crushing your foes through the combination of agile maneuvers and brute force. Ammobox Studio is a trailblazer in the Malaysian development community, where they’re heavily involved in both education and private consulting. This project also represents one of the very first Unreal Engine 4 games to be released on PC in Malaysia. Eximus: Seize the Frontline is available now in Steam Early Access. FILM / VR CINEMA: Glimpse from Mr. Kite – Website Glimpse is an animated VR short that observes the deep and profound heartbreak that remains following a failed relationship. Mr. Kite’s award-winning co-founders Benjamin Cleary and Michael O’Connor transplant players into the panda body of Herbie, an artist locked away in both his studio and his melancholy following the disbanding of his relationship with Rice, a pretty deer, and his long-term partner. Interact with Herbie’s expressive art as you soak in emotional dialog, painting the bittersweet tale of their ill-fated romance. INDEPENDENT GAME: Kingshunt from Vaki Games – Website Supporting up to 100 players per match, Vaki Games’ Kingshunt utilizes the power of SpatialOS to provide online multiplayer battles at a colossal scale. One team must defend their base by building towers, while the other attack with a legion of minions. Kingshunt is a fantasy epic that combines the genres of third-person action, tower defense and real-time strategy to create an entirely new style of gameplay. ANIMATION / MEDIA & ENTERTAINMENT: Meta Runner by Glitch Productions – Website Meta Runner is a new animated web series from Glitch Productions that tells a story of a universe where video games, speedrunning & esports are everything. A cyborg girl named Tari finds herself in the crosshairs of world-class Meta Runners, as she discovers her ability to warp into video games. Glitch Productions, based in Sydney, Australia uses Unreal Engine to create stunning visuals and immersive storytelling. Their previous work includes the Machinima show and Youtube channel; SMG4 -- which has accumulated over 3 million subscribers and 1 billion views. Meta Runner is currently slated for 10 episodes scheduled to release in July 2019 on their Youtube channel. REAL-TIME RAY TRACING: Photorealism in UE4 by Rense de Boer Known for his outstanding photogrammetry techniques and high-end rendering skills, technical art director Rense de Boer is receiving his second Unreal Dev Grant for the successful early adoption of ray tracing features in Unreal Engine 4.22. Follow @artbyrens for the eye candy. INDEPENDENT GAME: Polter Pals by Split Hare Games – Website Polter Pals by Split Hare Games is a game about sprucing up your social life in the afterlife. Playing as a lonely ghost, use your paranormal power of possession to steer the living into deadly hazards, forcing them to join you in the party of the literal eternity. Equal parts colorful, creative and morbidly hilarious, Polter Pals is truly a game like no other. Expand your social circle today on Itch.io. VR GAME: Project M from EVR Studios – Website Forge digital relationships in Project M, an interactive VR experience from Korea’s EVR Studio. In this narrative-driven adventure, you’re encouraged to interact and build friendships with the game’s hyper-realistic non-player characters. Combining responsive artificial intelligence with high-quality 3D scanned images, EVR Studio uses Unreal Engine 4 to blur the lines between the real and digital creating characters that are recognized as being some of the very best in VR today. Preview Project M’s fidelity yourself via Dream, a teaser available now on Steam. VR GAME: Shooty Fruity Arcade from nDreams - Trailer UK-based nDreams, a leading developer of VR entertainment, is bringing the wildly fun and critically-acclaimed Shooty Fruity for PSVR, Oculus and HTC Vive to VR arcades. VR GAME: SnapClick: Fossil Diggers VR by The Orphanage — Website SnapClick: Fossil Diggers VR is a new virtual reality puzzle game from Australian studio The Orphanage. Play as a paleontologist on the hunt to find proof that dinosaurs once existed. Travel to remote locations, explore environments, find fossils and piece them together. Uncover the truth behind the lie: that these magnificent beasts hold the key to understanding our past—and a warning for our future. INDEPENDENT GAME: The Forgotten City from Modern Storyteller — Website The Forgotten City from two-person studio Modern Storyteller takes you through the underground layers of a mythological Roman city as you unravel the layers of a mystery that has left twenty-six explorers dead. Delve into an intricate labyrinth as you interrogate characters, make difficult moral choices and exploit a time loop Groundhog-day style in attempts to solve this interpersonal-puzzle. Originally beginning life as a mod with over 2 million downloads, The Forgotten City was awarded a National Writers' Guild Award, and would later go on to win an Unreal Underdog Award at E3 2018 as a standalone title. The Forgotten City is scheduled for release on Xbox One and Steam in late 2019. TOOL / SIMULATION & TRAINING: TrianGraphics by TrianGraphics GmbH — Website Triangraphics has been providing a professional toolset for 3D environment generation based on GIS data since 2007. Their software, Trian3DBuilder, covers tools for the generation of flight, driving, and maritime virtual landscapes including automatic airport, road network, and pier construction. Its functional editing tools are used to polish virtual environments based on GIS dataset. Adopted by major simulation providers, the workflow is designed to easily create large landscapes with rich detail in a short amount of time. The upcoming Trian3D Unreal Engine Exporter harnesses these functionalities and outputs ready-to-use UE4 scenery. The first public demonstration of the Trian3D Unreal Engine Exporter will be at ITEC 2019 in Stockholm. VISUAL DESIGN: Virtual Helsinki by Zoan — Website Become a virtual tourist in Virtual Helsinki by Zoan. Take in the sights and sounds of Finland’s beautiful capital from anywhere in the world in a high fidelity digital re-creation that includes several of the city’s most storied landmarks, including its illustrious Senate Square. Recipients of an Unreal Award for Experience Design in 2018, Zoan hope to provide an interactive platform that extends real-world travel, tourism, retail and more into through the accessible realm of VR. Visit Virtual Helsinki’s website for more information about when you can schedule your first virtual vacation. For more information on what comes next, tune in to Epic’s annual State of Unreal opening session of GDC at 9:30am Pacific on Wednesday, March 20, via the livestream at Unreal Engine YouTube, Twitch and Facebook channels. View full story
    26. Today Epic Games announced the final recipients of Unreal Dev Grants, a $5 million fund supporting developers working with Unreal Engine 4 (UE4). This last round of grants spans well over a dozen projects, totaling $500,000 in no-strings-attached financial assistance. Recipients come from a variety of industries including games, film, AR/VR/MR, education, and more. "With today's announcement, we've reached our $5 million goal for the Unreal Dev Grants program. As we look back at the list of those we've been able to support throughout the years, we can't help but feel deeply honored to have played a part in the stories of hundreds of projects,” said Chance Ivey, Partnership Manager at EpicGames. “We remain inspired by the talent and dedication that the Unreal Engine community continues to exhibit, and look forward to where everyone will take things next. Though Unreal Dev Grants is now behind us, it's not the end of our ongoing support. Tune in to Epic's State of Unreal opening session at GDC for more information." The goal of Unreal Dev Grants has always been simple: To empower talented artists, designers, and programmers to build upon their outstanding work in and around Unreal Engine 4 while alleviating financial stress. To celebrate the incredible work that has thrived as part of the program over the past four years, Epic has released this highlights reel: In addition to numerous stealth projects, the latest Unreal Dev Grant recipients are: INDEPENDENT GAME: Aeon Must Die! by Limestone Games – Alpha trailer Developed by Estonia-based Limestone Games, Aeon Must Die! is a new beat-em-up game that favors smart decisions over quick reactions. Aeon Must Die! dazzles with its stylized graphics and incorporates an RPG-like alignment system to track how players behave through its ruthless, colorful world. VR GAME: Eclipse - 4D Virtual Reality by BackLight — Website Founded in 2008, BackLight traces its origins back to the passionate musings of two video game professionals who forged their own animation studio. Jonathan and Frédéric channeled their passion for film and images to create 3D animated films that eventually found their way to TV advertisements. Unreal Engine has powered multiple projects for this talented team of innovators, including their hyper-immersive, collaborative 4D experience, Eclipse. They continue to push the boundaries of real-time 3D animation in their upcoming unannounced project, which is also built with Unreal. EDUCATION / INDEPENDENT GAME: BioStories by Bio-Bridge Initiative — Website Biostories is a new interactive series that aims to raise awareness for biodiversity. Initiated by the Secretariat of the Convention on Biological Diversity, the multi-chaptered educational games are being created by two experienced game developers, as well as a team of motivated students from ISART, a leading interactive technologies university in Montreal, Canada. Passionate about sustainability, they hope to evoke change through the medium of interactive media. BioStories Chapter 1 - The Rhinos is expected to release later this year. EDUCATION / ONLINE COURSES: Complete Unreal C++ Dev by GameDev.TV — Website The team behind the insanely successful Unreal Engine C++ Developer: Learn C++ and Make Video Games course from Udemy returns. With more than 170,000 students enrolled in the original course, talented authors Ben Tristem and Sam Pattuzzi from GameDev.tv are working to update and remaster their critically-acclaimed course for the latest versions of Unreal Engine. INDEPENDENT GAME: Cryptant by Orcari – Website Orcari’s Cryptant is an upcoming survival-horror game that is as realistic as it is frightening. Sporting AAA visuals and a dynamic, fully-simulated ecosystem, players must navigate the looming forest canopy, carefully avoiding the treacherous creatures that lurk within. Unite with friends in asymmetrical multiplayer or brave the terrors on your own in single player as Cryptant’s ominous tale unfolds through environmental storytelling. INDEPENDENT GAME: Eximius: Seize the Frontline by Ammobox Studio — Website Eximus: Seize the Frontline is an inventive new take on war from Ammobox Studio that combines the shrewd tactical gameplay of RTS with the skill-testing combat of a first-person-shooter. Build bases, train troops and utilize support abilities as you call down assistance for your units as a strategic Commander. Or, take the battle to the enemy on the ground as an Officer, where you lead your squad into conflict, capturing resources and crushing your foes through the combination of agile maneuvers and brute force. Ammobox Studio is a trailblazer in the Malaysian development community, where they’re heavily involved in both education and private consulting. This project also represents one of the very first Unreal Engine 4 games to be released on PC in Malaysia. Eximus: Seize the Frontline is available now in Steam Early Access. FILM / VR CINEMA: Glimpse from Mr. Kite – Website Glimpse is an animated VR short that observes the deep and profound heartbreak that remains following a failed relationship. Mr. Kite’s award-winning co-founders Benjamin Cleary and Michael O’Connor transplant players into the panda body of Herbie, an artist locked away in both his studio and his melancholy following the disbanding of his relationship with Rice, a pretty deer, and his long-term partner. Interact with Herbie’s expressive art as you soak in emotional dialog, painting the bittersweet tale of their ill-fated romance. INDEPENDENT GAME: Kingshunt from Vaki Games – Website Supporting up to 100 players per match, Vaki Games’ Kingshunt utilizes the power of SpatialOS to provide online multiplayer battles at a colossal scale. One team must defend their base by building towers, while the other attack with a legion of minions. Kingshunt is a fantasy epic that combines the genres of third-person action, tower defense and real-time strategy to create an entirely new style of gameplay. ANIMATION / MEDIA & ENTERTAINMENT: Meta Runner by Glitch Productions – Website Meta Runner is a new animated web series from Glitch Productions that tells a story of a universe where video games, speedrunning & esports are everything. A cyborg girl named Tari finds herself in the crosshairs of world-class Meta Runners, as she discovers her ability to warp into video games. Glitch Productions, based in Sydney, Australia uses Unreal Engine to create stunning visuals and immersive storytelling. Their previous work includes the Machinima show and Youtube channel; SMG4 -- which has accumulated over 3 million subscribers and 1 billion views. Meta Runner is currently slated for 10 episodes scheduled to release in July 2019 on their Youtube channel. REAL-TIME RAY TRACING: Photorealism in UE4 by Rense de Boer Known for his outstanding photogrammetry techniques and high-end rendering skills, technical art director Rense de Boer is receiving his second Unreal Dev Grant for the successful early adoption of ray tracing features in Unreal Engine 4.22. Follow @artbyrens for the eye candy. INDEPENDENT GAME: Polter Pals by Split Hare Games – Website Polter Pals by Split Hare Games is a game about sprucing up your social life in the afterlife. Playing as a lonely ghost, use your paranormal power of possession to steer the living into deadly hazards, forcing them to join you in the party of the literal eternity. Equal parts colorful, creative and morbidly hilarious, Polter Pals is truly a game like no other. Expand your social circle today on Itch.io. VR GAME: Project M from EVR Studios – Website Forge digital relationships in Project M, an interactive VR experience from Korea’s EVR Studio. In this narrative-driven adventure, you’re encouraged to interact and build friendships with the game’s hyper-realistic non-player characters. Combining responsive artificial intelligence with high-quality 3D scanned images, EVR Studio uses Unreal Engine 4 to blur the lines between the real and digital creating characters that are recognized as being some of the very best in VR today. Preview Project M’s fidelity yourself via Dream, a teaser available now on Steam. VR GAME: Shooty Fruity Arcade from nDreams - Trailer UK-based nDreams, a leading developer of VR entertainment, is bringing the wildly fun and critically-acclaimed Shooty Fruity for PSVR, Oculus and HTC Vive to VR arcades. VR GAME: SnapClick: Fossil Diggers VR by The Orphanage — Website SnapClick: Fossil Diggers VR is a new virtual reality puzzle game from Australian studio The Orphanage. Play as a paleontologist on the hunt to find proof that dinosaurs once existed. Travel to remote locations, explore environments, find fossils and piece them together. Uncover the truth behind the lie: that these magnificent beasts hold the key to understanding our past—and a warning for our future. INDEPENDENT GAME: The Forgotten City from Modern Storyteller — Website The Forgotten City from two-person studio Modern Storyteller takes you through the underground layers of a mythological Roman city as you unravel the layers of a mystery that has left twenty-six explorers dead. Delve into an intricate labyrinth as you interrogate characters, make difficult moral choices and exploit a time loop Groundhog-day style in attempts to solve this interpersonal-puzzle. Originally beginning life as a mod with over 2 million downloads, The Forgotten City was awarded a National Writers' Guild Award, and would later go on to win an Unreal Underdog Award at E3 2018 as a standalone title. The Forgotten City is scheduled for release on Xbox One and Steam in late 2019. TOOL / SIMULATION & TRAINING: TrianGraphics by TrianGraphics GmbH — Website Triangraphics has been providing a professional toolset for 3D environment generation based on GIS data since 2007. Their software, Trian3DBuilder, covers tools for the generation of flight, driving, and maritime virtual landscapes including automatic airport, road network, and pier construction. Its functional editing tools are used to polish virtual environments based on GIS dataset. Adopted by major simulation providers, the workflow is designed to easily create large landscapes with rich detail in a short amount of time. The upcoming Trian3D Unreal Engine Exporter harnesses these functionalities and outputs ready-to-use UE4 scenery. The first public demonstration of the Trian3D Unreal Engine Exporter will be at ITEC 2019 in Stockholm. VISUAL DESIGN: Virtual Helsinki by Zoan — Website Become a virtual tourist in Virtual Helsinki by Zoan. Take in the sights and sounds of Finland’s beautiful capital from anywhere in the world in a high fidelity digital re-creation that includes several of the city’s most storied landmarks, including its illustrious Senate Square. Recipients of an Unreal Award for Experience Design in 2018, Zoan hope to provide an interactive platform that extends real-world travel, tourism, retail and more into through the accessible realm of VR. Visit Virtual Helsinki’s website for more information about when you can schedule your first virtual vacation. For more information on what comes next, tune in to Epic’s annual State of Unreal opening session of GDC at 9:30am Pacific on Wednesday, March 20, via the livestream at Unreal Engine YouTube, Twitch and Facebook channels.
    27. The International Game Developers Association (IGDA) celebrates its 25th anniversary under a new board of directors. As part of its mission to help game developers worldwide accelerate their growth and prevent a career downturn in a hit-driven industry, the IGDA has established new chapters and SIGs while improving its member benefits over the past year. Starting April 1, Lucien Parsons, elected to the board in 2017, will step into the role of chair of the board of directors. Emily Greer will continue as vice chair and current board member Hans ten Cate will step into the role of treasurer while Renee Gittins continues her elected term as secretary. Newly elected to the board is Sylvia Cristina Amaya, a former community manager for games including League of Legends and Pokemon Go. Zoe Bell has been re-appointed for a three-year term alongside new appointee Marta Daglow. Lucien Parsons has eight years of game development and 18 years of technical project management and production experience. He was a founder of the MMO studio at ZeniMax and worked alongside Rockstar Games co-founders as head of operations at 4mm Games. Emily Greer co-founded Kongregate and took over as CEO in 2014. She guided the company’s rise as a free-to-play web portal and its expansion to PC, console, and mobile game publishing. Hans ten Cate was a NASA consultant who transitioned to game development. Now 17 years in, his experience includes games publishing and startups, as well as work at Sony PlayStation and producer credits on several EA franchises including The Sims. Renee Gittins, CEO of Stumbling Cat, began her career with the design and development of cognitive evaluation mini-games and health management systems for X2 Biosystems before joining the games industry and working at companies including Microsoft. Sylvia Cristina Amaya is CEO of PlayedOut Productions and has experience in multiple roles including community management on games including League of Legends and Pokemon Go, event production, and art production. Zoe Bell is a lead producer at Big Huge Games, a subsidiary of Nexon. She entered the video game industry working on Zynga's early hit FrontierVille. Other titles Bell has worked on include AdVenture Capitalist, The Trail, and BattleHand. Marta Daglow is the founder of Daglow Consulting Group, a recruiting and HR firm. She has placed hundreds of professionals in technology and games companies including Activision, Playstudios, Grove Collaborative, Limbic, Marqueta, Ready at Dawn, and Valve. The IGDA established five new chapters in 2018, including in Pakistan, Istanbul, Kenya and Brazil (Fortaleza). Additionally, the IGDA has founded several new Special Interest Groups (SIGs) on topics such as Games for Health / Mental Health, Human Resources, Latinx Game Developers, and Muslim Game Developers. “Over the past year, the IGDA has acted on its goal to support developers from all walks of life by extending its reach into new parts of the world and creating communities where they can discuss issues that are important to them and our players,” said Jen MacLean, executive director, IGDA. “Our new board of directors will carry that mission forward throughout 2019 as we expand on 25 years serving game developers from all around the globe.” For more information about the IGDA, please visit its updated website or follow the IGDA on Twitter and Facebook.
    28. The International Game Developers Association (IGDA) celebrates its 25th anniversary under a new board of directors. As part of its mission to help game developers worldwide accelerate their growth and prevent a career downturn in a hit-driven industry, the IGDA has established new chapters and SIGs while improving its member benefits over the past year. Starting April 1, Lucien Parsons, elected to the board in 2017, will step into the role of chair of the board of directors. Emily Greer will continue as vice chair and current board member Hans ten Cate will step into the role of treasurer while Renee Gittins continues her elected term as secretary. Newly elected to the board is Sylvia Cristina Amaya, a former community manager for games including League of Legends and Pokemon Go. Zoe Bell has been re-appointed for a three-year term alongside new appointee Marta Daglow. Lucien Parsons has eight years of game development and 18 years of technical project management and production experience. He was a founder of the MMO studio at ZeniMax and worked alongside Rockstar Games co-founders as head of operations at 4mm Games. Emily Greer co-founded Kongregate and took over as CEO in 2014. She guided the company’s rise as a free-to-play web portal and its expansion to PC, console, and mobile game publishing. Hans ten Cate was a NASA consultant who transitioned to game development. Now 17 years in, his experience includes games publishing and startups, as well as work at Sony PlayStation and producer credits on several EA franchises including The Sims. Renee Gittins, CEO of Stumbling Cat, began her career with the design and development of cognitive evaluation mini-games and health management systems for X2 Biosystems before joining the games industry and working at companies including Microsoft. Sylvia Cristina Amaya is CEO of PlayedOut Productions and has experience in multiple roles including community management on games including League of Legends and Pokemon Go, event production, and art production. Zoe Bell is a lead producer at Big Huge Games, a subsidiary of Nexon. She entered the video game industry working on Zynga's early hit FrontierVille. Other titles Bell has worked on include AdVenture Capitalist, The Trail, and BattleHand. Marta Daglow is the founder of Daglow Consulting Group, a recruiting and HR firm. She has placed hundreds of professionals in technology and games companies including Activision, Playstudios, Grove Collaborative, Limbic, Marqueta, Ready at Dawn, and Valve. The IGDA established five new chapters in 2018, including in Pakistan, Istanbul, Kenya and Brazil (Fortaleza). Additionally, the IGDA has founded several new Special Interest Groups (SIGs) on topics such as Games for Health / Mental Health, Human Resources, Latinx Game Developers, and Muslim Game Developers. “Over the past year, the IGDA has acted on its goal to support developers from all walks of life by extending its reach into new parts of the world and creating communities where they can discuss issues that are important to them and our players,” said Jen MacLean, executive director, IGDA. “Our new board of directors will carry that mission forward throughout 2019 as we expand on 25 years serving game developers from all around the globe.” For more information about the IGDA, please visit its updated website or follow the IGDA on Twitter and Facebook. View full story
    29. Today, The Khronos® Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the ratification and public release of the OpenXR™ 0.90 provisional specification. OpenXR is a unifying, royalty-free, open standard that provides high-performance access to augmented reality (AR) and virtual reality (VR)— collectively known as XR—platforms and devices. The new specification can be found on the Khronos website and is released in provisional form to enable developers and implementers to provide feedback at the OpenXR forum. The OpenXR 0.90 provisional release specifies a cross-platform Application Programming Interface (API) enabling XR hardware platform vendors to expose the functionality of their runtime systems. By accessing a common set of objects and functions corresponding to application lifecycle, rendering, tracking, frame timing, and input, which are frustratingly different across existing vendor-specific APIs, software developers can run their applications across multiple XR systems with minimal porting effort—significantly reducing industry fragmentation. The Khronos OpenXR working group was formed in early 2017 with the support and participation of leading XR companies. Throughout the development of the specification, multiple Khronos members have been developing independent implementations to ensure a robust and complete specification. Many of these implementations are becoming available for developers to evaluate including the ‘Monado’ OpenXR open source implementation from Collabora and the OpenXR runtime for Windows Mixed Reality headsets from Microsoft shipping today. Additionally, the Unreal Engine from Epic plans to continue to support OpenXR. Links to these implementations and more information can be found on https://www.khronos.org/openxr. “OpenXR seeks to simplify AR/VR software development, enabling applications to reach a wider array of hardware platforms without having to port or re-write their code and subsequently allowing platform vendors supporting OpenXR access to more applications,” said Brent Insko, lead VR architect at Intel and OpenXR working group chair. “The OpenXR provisional specification—together with the runtimes publicly available at launch and coming in the next few weeks—will enable hands-on, cross-platform testing by application and engine developers. The working group welcomes developer feedback to ensure an OpenXR 1.0 specification that truly meets the needs of the XR industry.” Industry Support for OpenXR Provisional 0.90 “It is significant when so many key players in the industry come together to create an open standard like OpenXR. We look forward to seeing adoption of the new standard, and believe that reducing barriers for cross-platform XR applications accelerates growth, innovation, and diversity in the VR and AR industry,” said Nandan Nayampally, vice president and general manager, Client Line of Business, Arm. "Being dedicated to royalty-free open standards and open source technologies, Collabora is proud to be one of the major contributors of the OpenXR working group and its first release today. In addition to this milestone, Collabora is excited to announce Monado, an open source implementation of the newly released OpenXR spec. More than just a vendor SDK, Monado is an open source project and codebase to harness and focus wider community effort around XR technologies. Collabora plans to provide the technical foundation and industry leadership to accelerate the development and deployment of XR technologies on Linux while providing XR device vendors the choice to use and contribute to a Linux-based platform for their XR products,” said Philippe Kalaf, CEO, Collabora. "Epic believes that open standards like OpenXR are essential foundations for a vibrant, multi-platform VR and AR industry in the coming years. We've supported OpenXR since its inception, including powering the first public demo of OpenXR at SIGGRAPH last year, and hope to see the ecosystem continue to grow with the first public release of the spec at GDC,” said Tim Sweeney, founder and CEO of Epic Games. “Epic plans to continue supporting OpenXR in Unreal Engine 4." “Facebook and Oculus continue to believe in the value the OpenXR standard delivers to users and developers. We plan to provide runtime support for apps built on OpenXR 1.0 on the Rift and Quest platforms later this year,” said Nate Mitchell, Oculus Co-founder and head of VR product, Facebook. “HTC VIVE is committed to creating a viable ecosystem for the XR industry which is why we are proud to support OpenXR,” said Vinay Narayan, vice president, platform strategy, HTC. “Bringing the community together to help define standards and best practices, allows all of us to move forward, together.” "Microsoft believes that for mixed reality to thrive, it must be open for everyone: open stores, open browsers and open developer platforms. We were proud to demo our OpenXR runtime at SIGGRAPH last year, and we're dedicated to supporting the launch of OpenXR this year on Windows Mixed Reality and HoloLens 2," said Alex Kipman, technical fellow at Microsoft. "To help developers provide feedback on the provisional OpenXR spec, we're releasing today a developer preview of our OpenXR runtime with support for Windows Mixed Reality headsets." “The next key enabler to drive the XR ecosystem will be OpenXR: an open, broadly supported API standard for cross-device compatible applications. It will build on the impressive progress in the XR field over the last few years, including multiple great HMDs and powerful VR-specific GPU features,” said David Weinstein, director of virtual reality at NVIDIA. “Tobii has been part of the OpenXR initiative for years and is committed to this effort,” said Henrik Eskilsson, CEO of Tobii. “We believe that an open standard, multi-platform API holds great promise to enable developers to introduce eye tracking in a uniform and predictable way for XR applications. OpenXR will reduce the complexity of supporting multiple platforms and devices, and let developers spend more time creating amazing content.” "Unity is committed to being an open and accessible platform and we remain supportive of open standards for XR applications and devices," saidRalph Hauwert, vice president of platforms at Unity Technologies. "To that end, we're excited about OpenXR and believe this is a significant step towards a more open ecosystem." “At Varjo we’re pushing professional virtual reality to a level that is truly useful for enterprises with the highest possible visual fidelity. For that we need standards that make it easier for companies to interoperate with the best technologies,” said Rémi Arnaud, principal architect at Varjo. “Varjo is committed to support OpenXR.” View full story
    30. Today, The Khronos® Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the ratification and public release of the OpenXR™ 0.90 provisional specification. OpenXR is a unifying, royalty-free, open standard that provides high-performance access to augmented reality (AR) and virtual reality (VR)— collectively known as XR—platforms and devices. The new specification can be found on the Khronos website and is released in provisional form to enable developers and implementers to provide feedback at the OpenXR forum. The OpenXR 0.90 provisional release specifies a cross-platform Application Programming Interface (API) enabling XR hardware platform vendors to expose the functionality of their runtime systems. By accessing a common set of objects and functions corresponding to application lifecycle, rendering, tracking, frame timing, and input, which are frustratingly different across existing vendor-specific APIs, software developers can run their applications across multiple XR systems with minimal porting effort—significantly reducing industry fragmentation. The Khronos OpenXR working group was formed in early 2017 with the support and participation of leading XR companies. Throughout the development of the specification, multiple Khronos members have been developing independent implementations to ensure a robust and complete specification. Many of these implementations are becoming available for developers to evaluate including the ‘Monado’ OpenXR open source implementation from Collabora and the OpenXR runtime for Windows Mixed Reality headsets from Microsoft shipping today. Additionally, the Unreal Engine from Epic plans to continue to support OpenXR. Links to these implementations and more information can be found on https://www.khronos.org/openxr. “OpenXR seeks to simplify AR/VR software development, enabling applications to reach a wider array of hardware platforms without having to port or re-write their code and subsequently allowing platform vendors supporting OpenXR access to more applications,” said Brent Insko, lead VR architect at Intel and OpenXR working group chair. “The OpenXR provisional specification—together with the runtimes publicly available at launch and coming in the next few weeks—will enable hands-on, cross-platform testing by application and engine developers. The working group welcomes developer feedback to ensure an OpenXR 1.0 specification that truly meets the needs of the XR industry.” Industry Support for OpenXR Provisional 0.90 “It is significant when so many key players in the industry come together to create an open standard like OpenXR. We look forward to seeing adoption of the new standard, and believe that reducing barriers for cross-platform XR applications accelerates growth, innovation, and diversity in the VR and AR industry,” said Nandan Nayampally, vice president and general manager, Client Line of Business, Arm. "Being dedicated to royalty-free open standards and open source technologies, Collabora is proud to be one of the major contributors of the OpenXR working group and its first release today. In addition to this milestone, Collabora is excited to announce Monado, an open source implementation of the newly released OpenXR spec. More than just a vendor SDK, Monado is an open source project and codebase to harness and focus wider community effort around XR technologies. Collabora plans to provide the technical foundation and industry leadership to accelerate the development and deployment of XR technologies on Linux while providing XR device vendors the choice to use and contribute to a Linux-based platform for their XR products,” said Philippe Kalaf, CEO, Collabora. "Epic believes that open standards like OpenXR are essential foundations for a vibrant, multi-platform VR and AR industry in the coming years. We've supported OpenXR since its inception, including powering the first public demo of OpenXR at SIGGRAPH last year, and hope to see the ecosystem continue to grow with the first public release of the spec at GDC,” said Tim Sweeney, founder and CEO of Epic Games. “Epic plans to continue supporting OpenXR in Unreal Engine 4." “Facebook and Oculus continue to believe in the value the OpenXR standard delivers to users and developers. We plan to provide runtime support for apps built on OpenXR 1.0 on the Rift and Quest platforms later this year,” said Nate Mitchell, Oculus Co-founder and head of VR product, Facebook. “HTC VIVE is committed to creating a viable ecosystem for the XR industry which is why we are proud to support OpenXR,” said Vinay Narayan, vice president, platform strategy, HTC. “Bringing the community together to help define standards and best practices, allows all of us to move forward, together.” "Microsoft believes that for mixed reality to thrive, it must be open for everyone: open stores, open browsers and open developer platforms. We were proud to demo our OpenXR runtime at SIGGRAPH last year, and we're dedicated to supporting the launch of OpenXR this year on Windows Mixed Reality and HoloLens 2," said Alex Kipman, technical fellow at Microsoft. "To help developers provide feedback on the provisional OpenXR spec, we're releasing today a developer preview of our OpenXR runtime with support for Windows Mixed Reality headsets." “The next key enabler to drive the XR ecosystem will be OpenXR: an open, broadly supported API standard for cross-device compatible applications. It will build on the impressive progress in the XR field over the last few years, including multiple great HMDs and powerful VR-specific GPU features,” said David Weinstein, director of virtual reality at NVIDIA. “Tobii has been part of the OpenXR initiative for years and is committed to this effort,” said Henrik Eskilsson, CEO of Tobii. “We believe that an open standard, multi-platform API holds great promise to enable developers to introduce eye tracking in a uniform and predictable way for XR applications. OpenXR will reduce the complexity of supporting multiple platforms and devices, and let developers spend more time creating amazing content.” "Unity is committed to being an open and accessible platform and we remain supportive of open standards for XR applications and devices," saidRalph Hauwert, vice president of platforms at Unity Technologies. "To that end, we're excited about OpenXR and believe this is a significant step towards a more open ecosystem." “At Varjo we’re pushing professional virtual reality to a level that is truly useful for enterprises with the highest possible visual fidelity. For that we need standards that make it easier for companies to interoperate with the best technologies,” said Rémi Arnaud, principal architect at Varjo. “Varjo is committed to support OpenXR.”
    31. InnoGames, Germany’s leading developer and publisher of mobile and online games, plans to expand its continued strategic and sustainable growth with the acquisition of mobile games. InnoGames existing portfolio of seven live games and several titles in production shall be enriched by free-to-play mobile games in the genres of strategy and simulation. The first step in this direction has been made with the acquisition of the turn-based strategy title Warlords of Aternum from Wooga in 2017. InnoGames relaunched the title successfully by leveraging the company’s core strengths in live ops and marketing. “After investing massively into game features and content updates, we are currently scaling Warlords of Aternum worldwide,” explains Armin Busen, Chief Product Officer at InnoGames. “Based on this successful integration, we decided to expand on the strategy.” InnoGames is looking for simulation and strategy games with good retention and monetization performance indicators. The company’s strength comes from the interplay of all departments in-house and thus InnoGames is not only looking for great games but also to welcome the teams behind them in its Hamburg-based office. Developers of free-to-play mobile games within the strategy and simulation genre running on Unity are welcome to reach out to InnoGames. InnoGames will be attending GDC March 18 – 22 in San Francisco. Game pitches and requests for meetings can be sent to gamepitches@innogames.com.
    32. InnoGames, Germany’s leading developer and publisher of mobile and online games, plans to expand its continued strategic and sustainable growth with the acquisition of mobile games. InnoGames existing portfolio of seven live games and several titles in production shall be enriched by free-to-play mobile games in the genres of strategy and simulation. The first step in this direction has been made with the acquisition of the turn-based strategy title Warlords of Aternum from Wooga in 2017. InnoGames relaunched the title successfully by leveraging the company’s core strengths in live ops and marketing. “After investing massively into game features and content updates, we are currently scaling Warlords of Aternum worldwide,” explains Armin Busen, Chief Product Officer at InnoGames. “Based on this successful integration, we decided to expand on the strategy.” InnoGames is looking for simulation and strategy games with good retention and monetization performance indicators. The company’s strength comes from the interplay of all departments in-house and thus InnoGames is not only looking for great games but also to welcome the teams behind them in its Hamburg-based office. Developers of free-to-play mobile games within the strategy and simulation genre running on Unity are welcome to reach out to InnoGames. InnoGames will be attending GDC March 18 – 22 in San Francisco. Game pitches and requests for meetings can be sent to gamepitches@innogames.com. View full story
    33. Chug Buster

      Abilities for top down game?

      That makes a lot of sense! This is my first time making this sort of system, so this advice helps a lot! Thank you!
    34. Last week, Reinder Nijhoff, a computer vision researcher, created a project that does real-time ray tracing in WebGL1 using Nvidia’s RTX graphics card. This demo was inspired by Metro’s real-time global illumination. Inspired by Metro's real-time GI, I took a shot at real-time ray tracing in #WebGL. The demo features diffuse GI, reflections and runs […] The post Researcher shares a Wolfenstein real-time ray tracing demo in WebGL1 appeared first on Packt Hub. View the full article
    35. calioranged

      OpenGL Mipmapping

      *** Beginner question *** To my current understanding of mipmapping, If you have a 512x512 texture downsized to 256x256, then only 1 pixel can be rendered on the downsized version for every 4 pixels on the full sized texture. If the nearest neighbour method is used, then the colour of each pixel on the downsized version will be determined by which pixel has its centre closest to the relevant texture coordinate, as demonstrated below: Whereas if the linear method is used, then the colour of each pixel on the downsized version will be determined by a weighted average of the four full size pixels: But if mipmapping is not used, then how is the colour of each pixel determined?
    36. Brain

      Mr Boom's Shipping Container

      nah thats nothing. You youngsters don't know now't. When i was but knee high to a spectrum 48k, we would draw all 3 sides as pixel art on an 8 colour palletized display at 160x80 pixels resolution, and use pallet tricks to hide and show the sides, you would have three possible views and that was all you got. you were grateful to have three views and the loading time was about ten minutes of tapes whirring and making a god-awful racket! You youngin's are so spoiled! Get off my lawn!
    37. FFA702

      Pathfinding (I'm lost)

      I haven't tried anything yet, I don't want to lose time on a lost cause. I have no idea what I'm doing regarding path finding. Everything should be done in a single tick to ensure the 1000 archer method will work for future network implementation. Also the map changes every tick, but only because mobs may change position every ticks. The map is technically updated anytime something changes, since it's the container of these things. And I don't update the game at max speed, so it doesn't update 100 times a second, right now it is rigged as a turn based thing so it's updating every time the player has finishes his actions. Later I plan to make it real time, but not with a 100 times a seconds update rate. The end goal would be to port the game, which is now contained in a C# library, plugged on a console for output, to a proper game engine to take care of graphics, inputs, sounds, etc (ofc the update loop will run async to the draw loop and the input system). I've found multiple article on the method, it looks promising. Can you point me in the direction of an implementation directed to game implementation. Also, I need to avoid multi threading and floating point operation as much as possible to keep each game tick completely deterministic.
    38. Steve, owner of Arteria3d, just celebrated his 48th Birthday!, and to celebrate, we are offering full access to our members area for 48 hours, and the ability to download all the content you wish from over 300 packs within this period, and then for you to use these royalty free in your productions. For just $27.99 you receive all this! Purchase below:https://arteria3d.myshopify.com/products/2019-special
    39. GameDev2017

      BIZARRE Sprint 35 plus 36

      Hi! 🙂 First of all, a release date: Exactly! The book writing is finished. More than 400 pages of bizarre material gets published on 26 April as eBook and paperback on Amazon. In German. Sorry! Anybody out there for an English translation? Spanish? French? No? 😉 Plus, it is planned to publish the new GameplayVideo on 20 May. We want the GameplayVideo to show you the essence of the game, i.e. it's bizarre character as well as how the main-character Charly Clearwater is running into insanity while fulfilling the 13 wishes. We want to give you a first idea of the game's quality and what do you have to expect more or less when it is published later on. We got some issue fixed during the last sprints: We adapted Clearwater's facial animations. We also improved his walking, running and stair-climbing animations. We optimized Clearwater's gunplay but haven't completed this item yet. Unfortunately, we must fix some Bugs in Blueprint to make his gunplay behavior fluent and correct. All these different animations, from one-hand gunplay to two-hand gunplay, from reloading to shooting, from walking to aiming and, etc. must switch or toggle without ugly interruptions. We need to take account of Clearwater's movements when calculating the correct angle for shooting at an enemy. ...to name a few of the issues that need to be solved in the sprint 36. Yes, we implemented a shooting button and a gun status bar as you can see in the new GameplayVideo. And yes, we furnished Clearwater's terrace and a metro, look! We completed Clearwater's neighborhood. Say hello! Concept art and implementation. As a player you'll be able to walk through Clearwaters world-outside later on. We also tried to deploy the game on the iPhone to test the implemented shooting buttons but we failed. As it took a lot of time to find the reason for this problem, we postponed this item to a later sprint. After the publication of the book and GameplayVideo. We made more textures cuz we love it! Our plans for the current sprint: We want to optimize Clearwater's gunplay till perfection We want to re-texture Clearwater's clothes while using a much better texture tool We want to proofread the book BIZARRE Episode I and we want to publish it for pre-ordering We want to create destructible items and shooting visuals for the new video We want to produce a nice background song for the new GameplayVideo We want to make a first test GameplayVideo to find Bugs and ugliness that we'll eliminate when found We want to transfer the elements from the book into the game The plot of the book BIZARRE Episode I is the story of the game, yes. We want to transfer all the craziness and madness of the book into the game, although the 13 wishes from the book aren't playable. What we want to try now is to plan and to define the whole game by using the books elements because the book is the baseline for the game. Of course, the book is gonna be much more insane and horror, weirder and crazier than the game. Therefore, it's our task to translate the craziness from the book into the game in a proper way. I mean, in a way that the game is still horror and bizarre but also humorous and thrilling, suspense-packed, etc. We want to publish a rough draft of all game elements, all sequences and all levels that we intend to implement in the game. That's the plan. Have a nice week!
    40. This gives me an idea to make a space strategy game without making a single asset in Photoshop or Blender. Thanks for the concept, I'll be sure to give your techniques a try when generating space objects.
    41. Short answer: yes. Longer answer: technically no, they could use the same DLL for D3D9 and D3D11 UMDs, but the models between 9 and 11 are so significantly different that they've decided not to. See https://docs.microsoft.com/en-us/windows-hardware/drivers/display/user-mode-display-drivers: The user-mode display driver can consist of one DLL that supports both Direct3D version 9 DDI and Direct3D version 10 DDI or it can consist of two separate DLLs, one for version 9 and the other for version 10 of Direct3D DDI. Replace version 10 with version 11 of course, since we're talking about D3D11 here. 10 and 11 are very similar, and 12 is more similar to 11 than it is different, so NVIDIA uses the same DLL for 10 through 12, but a different one for 9.
    42. Thanks for the idea! I was having a hard time thinking about how to save object states throughout a scene where it will only save objects that were interacted on. I used a traditional saving system where I serialized the whole class and saving some variables. This reminded me that I can just save some checkpoints and compare the combination of reached ID's and then make a scene load in a certain way.
    43. Yes, Exactly i just wanted to get appear the status of currently attached printer from Unity to windows build before printing document.
    44. So you have certain platform set for that game or do you require for every user on every possible platform to have a printer attached? Otherwise you know what platform this will run at and could write a Printer Plugin for that special kind of hardware by yourself and embedd it into Unity
    45. Thanks Shaarigan, But I need to print ticket out from thermal printer. Actually I am developing a slot game and for a ticket print I just want to attach a printer. There is a functionality from it I can get the status of a printer from Unity side.
    46. lawnjelly

      Mr Boom's Shipping Container

      In my day, we'd have modelled that container as 3 quads, showing a different set according to the viewing direction. Kids today have it so easy. Good work though!
    47. You wont without a highly platform related extension. Unity isn't the best choice for doing "Office Work" as it is designed to provide platform independent game experiences and so just carries only game related features by design
    48. Shaarigan

      Understanding Entity Component System?

      As @CrazyCdn already mentioned, the primeval ECS approach was to keep the logic apart from the classes and instead use Systems to process a single or bunch of Entities and this is what they mean by "changing behavior". Systems scan for Entities with certain Component pattern on them (that may be specified by a flag in AAA games). Those components match into the processing of that System, for example you want to perform a UI action and the UIActorSystem seeks for Entities that have the Position, UIElement and UIAction Component attached to them. Regardless of what Components are attached to certain Entity additionally, the System always accepts Entities that match the pattern
    49. I'm developing native for different platforms. We have our build pipeline targeting for different platforms via command parameter when starting the build and also use compiler switches inside the code. There is a platform header for each system we want to support and a general header that is included by the API code. The runtime works in the same way but defines unified functions for platform dependent API calls so our code can use for example uint64 GetHighPrecisionTimestamp() without the need to know anything about the implementation below. For code that just uses different available APIs on the same platform like Occulus or similar VR SDKs, you have to possible options: Building with compiler switch to target exactly one SDK (bad flexibility) Building using some small bootstrapping code that binds the correct library and provides runtime function mapping (LoadLibrary/dlopen and GetProcAddress/dlsym) and hide this behind a unified API (good flexibility)
    50. pixeltroid

      Are there any pixel art templates?

      if youre just starting off, i suggest you practice by downloading sprite sheets, and observing how they are drawn and shaded. Then you can try tracing your design over them.
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