The 2018 Game Developer Conference is right around the corner, and the week of GDC is always an exciting time to gather, learn, and share a pint with new friends within the game industry. This year, Enhance will not only have a booth on the expo floor (come say hi), but we’ll also be co-coordinating the annual Indie Giving charity event with FGL and the official GDC organizers! It’s a great event in its 8th year that lets indie game developers roll up their sleeves for something other than locating a pesky bug. It’s all about giving back to a local organization in need. Click here to visit the Indie Giving site.
What You Get
If you sign up for the Indie Giving package, which costs $349, you’ll get:
1 Indie Games Summit pass, which gets you access to many sessions and lectures, as well as access to the Expo hall.
Charity event participation (March 18), with lunch.
Some awesome swag.
Indie Giving is supported by sponsors, so as financial backing continues to come in, we’re able to increase the value of this package from where it stands currently.
The volunteer work is fulfilling in and of itself, but it’s not all work and no play. The occasional frisbee gets stuck in a tree, a bad programming joke or two is told, but this is also a great time to mingle with fellow game developers and industry experts. There’s no shortage of like-minded people to bounce ideas off of, have test your game, get advice from, or simply to have a beer afterward with.
Spreading The Love
In association with our volunteering, we will also be donating to the organization we end up working with. The remaining money from Indie Giving pass purchases will be donated to Charity: Water, a non-profit organization bringing clean and safe drinking water to people in developing countries.
We look forward to seeing you at GDC and Indie Giving!
Sign up for Indie Giving here.
Bluezone Corporation releases 'Cargo - Spaceship Sound Effects', a new sci-fi sample library covering a wide range of elements including cockpit and interior ambiences, interface and beep sounds, reactor rumbles, spaceship passby sounds and more. Created with a large selection of high quality recordings and then meticulously layered, this downloadable sample pack will enhance your creative potential with as many as 138 highly usable sounds. All sound files are named according to their content and sorted thematically. WAV files are provided as 24 Bit / 96 kHz and sorted in 11 folders. In order to give you ready-to-use sounds for your productions, all samples are royalty-free for all your commercial projects.
Editor : Bluezone
Reference : BC0243
Delivery : Download link
Download size : 989 MB
Extracted size : 1010 MB
Format : WAV
Resolution : 24 Bit / 96 kHz
Channel : Stereo
License : Royalty free
Total files : 152
Total samples : 138 WAV
Additional details : 11 folders
More information : Cargo - Spaceship Sound Effects
We are pleased to announce the release of Matali Physics 4.0, the fourth major version of Matali Physics engine.
What is Matali Physics?
Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined. The engine is available across multiple platforms:
Windows 10 UAP/UWP
What's new in version 4.0?
One extended edition of Matali Physics engine
Support for Android 8.0 Oreo, iOS 11.x and macOS High Sierra (version 10.13.x) as well as support for the latest IDEs
Matali Render 3.0 add-on with physically-based rendering (PBR), screen space ambient occlusion (SSAO) and support for Vulkan API
Matali Games add-on
Main benefits of using Matali Physics:
Stable, high-performance solution supplied together with the rich set of add-ons for all major mobile and desktop platforms (both 32 and 64 bit)
Advanced samples ready to use in your own games
New features on request
Dedicated technical support
Regular updates and fixes
The engine history in a nutshell
Matali Physics was built in 2009 as a dedicated solution for XNA. The first complete version of the engine was released in November 2010, and it was further developed to July 2014 forming multi-platform, fully manage solution for .NET and Mono. In the meantime, from October 2013 to July 2014, was introduced simultaneous support for C++. A significant change occurred in July 2014 together with the release of version 3.0. Managed version of the engine has been abandoned, and the engine was released solely with a new native core written entirely in modern C++. Currently the engine is intensively developed as an advanced, cross-platform, high-performance 3d physics solution.
If you have questions related to the latest update or use of Matali Physics engine as a stable physics solution in your projects, please don't hesitate to contact us.
GameDev.net has launched our new GameDev Projects showcase where professional, indie, and hobbyist game developers can showcase projects, make announcements and interact with the community, and manage it all through integration with the rest of GameDev.net.
Use the new Developer profile feature to share your projects, interact with the developer community, and be inspired. Any project can be shared - games, game mods, assets, and tools, and developers can keep their followers updated through their project's GameDev.net blog or image gallery.
Access Projects through the Browse -> Projects menu or directly at https://www.gamedev.net/projects. New Projects can also be created through the Create New Content menu (the pencil icon), and you can access your Project Dashboard through your profile menu.
Browse, download, and comment on projects from other Developers
Provide updates to your project by linking your GameDev.net Blog
Create your own Developer profile, including with a GameDev.net subdomain!
Showcase your Project with screenshots from your project's linked GameDev.net Album
Manage your projects through your Developer Dashboard
Market your project's website, Facebook, Twitter, Steam, Patreon, Kickstarter, and GameDev.Market pages
Track project views and downloads through Google Analytics
Upload and manage file downloads for your Project, allowing others to try it out and give feedback
Link to your project with an embeddable widget (link auto-embeds on GameDev.net)
Showcase your project with a trailer on YouTube or Vimeo
Import your project from IndieDB or itch.io
If you have problems or want more features please do not hesitate to give us feedback!
Learn more at https://www.gamedev.net/projects/about!
We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.
Today we are pleased to announce the release of Leadwerks Game Engine 4.5.
Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR and is now freely available in the Leadwerks Games Showcase.
Leadwerks Game Engine is uniquely well-suited for VR because of its fast performance, ease of use, and the availability of C++ programming for demanding VR games. Several optimizations for VR have been made including combining the rendering of both eyes into a single culling step. The stability and accuracy of Newton Game Dynamics means we can have in-depth physics interactions in VR.
A new VR game template has been added to provide common VR features including teleportation locomotion and the ability to pick up and interact with objects in the environment.
Visual Studio 2017
We've also upgraded Leadwerks Professional Edition to build with Visual Studio 2017 so you can take advantage of the very latest Visual Studio features. Instructions for upgrading C++ projects from version 4.4 to 4.5 are available here.
Added fog settings in editor and into map file format.
New joint scripts and enhancements.
Updated to Steamworks 1.41
You can pick up Leadwerks Game Engine with a discount during the Steam Winter Sale.
About Leadwerks Software
Leadwerks Software was founded in 2006 to make game development easy and fun. The company launched Leadwerks Game Engine on Steam in January 2014 and has experienced steady growth, now with over 20,000 paid users. Leadwerks Game Launcher was released as an early access title in September 2015, allowing developers to publish games to Steam Workshop with no submission fee.
Chamferbox, a mini game asset store has just opened with some nice game assets,
Here you can find a free greek statue asset
Also check their dragon, zombie dragon and scorpion monster out:
They're running the Grand Opening Sale, it's 30% off for all items, but for gamedev member, you can use this coupon code:
to get 50% off prices What are you waiting for, go to
and get those models now!
Remograph, providers of products and services for the computer graphics, visual simulation and 3D modeling markets, today announced the release of Remo 3D v2.7. Remo 3D is an effective tool for creating and modifying 3D models intended for realtime visualization. The primary file format is OpenFlight®. Remo 3D is currently available for Microsoft® Windows® 10/8/7 and Linux.
This new version 2.7 of Remo 3D brings a greatly improved tool for modifying a texture UV mapping, support for new OpenSceneGraph 3.5.9 and other various fixes. The full list of new features and improvements can be found in the release notes on our website: https://www.remograph.com
Remograph provides products and services for the 3D modeling, computer graphics and visual simulation industries. The company develops advanced and cost-effective solutions for end-users and developers of e.g. visual simulation systems, visual databases or virtual reality applications. Remograph is situated in Linköping, Sweden.
All trademarks referenced are properties of their respective owners.
FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
Some FES features:
Pixel perfect rendering
RGB and Indexed color mode, with palette swapping support
Primitive shape rendering, lines, rectangles, ellipses, pixels
Multi-layered tilemaps with TMX file support
Text rendering, with text alignment, overflow settings, and custom pixel font support
Sound and Music APIs
Simplified Input handling
Wide pixel support (think Atari 2600)
Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more
Deploy to all Unity supported platforms
I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
I hope I've tickled your retro feels!
More images at: https://imgur.com/a/LFMAc
Live demo feature reel: https://simmer.io/@Dafu/fes
Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
ManaKeep is the first website builder made specifically for indie game developers. Designed to take the hard work out of creating an official game site, the service includes game focused templates, forums, media galleries, news, custom pages and most other features a typical indie game needs.
ManaKeep can act as your store front to sell games as well. Create products you want to sell (versions of your game), upload your game files, set your price and you can be selling in minutes. With support for multiple currencies and the option to bundle Steam Keys, ManaKeep can be a great distribution channel for your game (bonus points: ManaKeep charges no transaction fees!)
A few features not mentioned above:
Stats Dashboard: track stats important to your game, including sales, downloads and order stats.
Easy Parallax: popular on AAA game sites, add parallax to your backgrounds with a simple toggle.
Scroll Animations: animate elements (such as text and photos) as they are scrolled in to view.
Social Integrations: automatically post your news articles to twitter
HTML, CSS & JS: can all be used if you love to tinker and do it all yourself
Custom Domain Names: supports using your own domain name
Free SSL Certs: all sites get a free ssl cert and are served over https
For indie developers considering WordPress or SquareSpace, ManaKeep is worth a look and may be exactly what you need. Learn more at manakeep.com
Game School Online™ Announces Winter Enrollment Open Through December
Los Angeles, CA - December 2017
Free Winter Term Enrollment!
Free Winter Enrollment:
Game School Online™, the first and only free online game development school of its kind, has opened enrollment for the winter term, which begins in January of 2018. GSO™ currently offers curricula in environment art and lighting for games, focusing specifically on Unreal Engine 4. GSO™ will be adding two new courses for the winter term, “Advanced Lighting Concepts with Unreal Engine 4” and “Advanced Hard Surface Modeling.”
December Free Workshop:
In addition to winter enrollment, GSO™ will have a free online workshop, “Animating For Games and Movies”, with Veara Suon, Senior Animator at Double Negative. Veara has worked in the AAA games industry, working on franchises like Destiny and Bioshock. Veara also works in the film industry, having worked for famed studios like Weta, ILM, and Sony, contributing to films like Pacific Rim 2, Spiderman, and Avengers. In this month’s free GSO™ workshop, Veara will be discussing topics such as:
Sharing techniques on how he animates for games and film
Advice on how students can get a job in games or film
Advice on how working professionals can switch from games to film, and vice versa
The workshop will last for an hour, with allocated time for Q & A from the audience. The workshop will take place on December 14 at 8pm PST. As usual, our monthly workshops are absolutely free and anyone is welcomed to join us. To RSVP, please visit our Facebook page here: https://www.facebook.com/events/139461393377301/?active_tab=about
Scholars Available For Mentoring!
Scholars are our mentors, working industry professionals currently working on your favorite games and franchises- here to help you learn to be a professional game dev, with one on one live private sessions. Our current lineup of scholars includes:
Brian Yam - Director of Visual Development @ Section Studios https://bdyammer.artstation.com/ https://www.linkedin.com/in/yambrian/
Olaf Piesche - Senior Engineer @ Epic Games https://www.linkedin.com/in/olaf-piesche-0938292/
Kevin DeBolt - World Artist @ 343 Industries http://kevindebolt.com/index.html https://www.linkedin.com/in/kevin-debolt-52058844/
Rosie Katz - Senior Game Designer @ EA, Visceral, Sledgehammer Games http://www.rosiewrede.com/index.php?nav_bar=level_design https://www.linkedin.com/in/rosiewrede/
Leo Gonzalez - Senior Artist @ Certain Affinity https://leog.artstation.com/ https://www.linkedin.com/in/leo-g/
Brandon Pham - Lead Environment Artist https://brandonpham.artstation.com/ https://www.linkedin.com/in/brandon-pham-a490497/
We believe that education should be free for everyone! Come join us at Game School Online™ and see what the future of game development education looks like today! For more information about Game School Online™, available courses, scholars, and events, please visit http://gameschoolonline.com/
About Game School Online™ (GSO™)
Game School Online™ is the first ever, completely free game development training program. GSO™ was founded by veteran developers working in the AAA games and entertainment industries. Featuring courses authored by working industry professionals, students are able to learn production techniques and workflows used to ship some of the biggest IPs and AAA franchises. Industry pros known as “scholars”, work with students providing private live sessions to help you become “industry” ready. All courses are available for free, no trials or demos- it’s completely free for anyone that wants to learn how to become a skilled game developer. For more information, please visit our website: http://gameschoolonline.com/
Game School Online™ and GSO™ are registered trademarks Game School Online, LLC. All other brand names, product names or trademarks belong to their respective holders.
Game School Online, LLC.
Ho ho ho
Tis the season of Christmas surprises, and we have a awesome one for you! 🎅
Sponsored by all your favorite Unity Asset Store developers, Nordic Game Jam, Pocket Gamer Connects, and co-hosted by Game Analytics, we (Joris and I – Devdog) are launching the second edition of our yearly Christmas Giveaway Calendar for all Unity game developers!
You can already now sign up right here.
So what’s this all about?
For the past weeks, we’ve been collecting sponsored gifts related to Unity (asset vouchers, product keys, conference tickets etc.), and throughout each day of December leading up to Christmas Day on the 25th, we will be sending out these sponsored gifts as early gamedev Christmas presents via e-mail to hundreds of lucky winners.
The total prize pool is at $35,000, with over 1200 presents donated by the awesome sponsors!
Merry Christmas from Devdog, Game Analytics, and every single one of the sponsors.
itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
“Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
Key features of the Avatar SDK for Unity:
Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
Head models support runtime blendshape facial animations (45 different expressions)
Generated 3D heads include eyes, mouth, and teeth
Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
Six predefined hairstyles with hair-recoloring feature (many more available on request)
Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
Well-documented samples showcasing the functionality.
The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at firstname.lastname@example.org.
At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.
Bluezone releases 'Alien Spacecraft Sound Effects', a new sample library offering a wide range of inspirational spaceship sfx. Backed with complex and varied sounds, this sci-fi sample library brings you production-ready elemants as: alarms, alien synthetic textures, exterior and organic interior background sounds, reactor rumbles, explosions, futuristic interface and beep sounds, spacecraft passby, machine room ambiences and more. Every sound in this cutting edge collection will stimulate your creativity: All these samples were created from hardware synthesizers and field recordings, and have then been twisted to add an inspiring alternate-reality sonic character. WAV files are provided as 24 Bit / 96 kHz and sorted in 11 folders. In order to give you ready-to-use sounds for your productions, all samples are royalty-free for all your commercial projects.
Editor : Bluezone
Reference : BC0242
Delivery : Download link
Download size : 893 MB
Extracted size : 922 MB
Format : WAV
Resolution : 24 Bit / 96 kHz
Channel : Stereo
License : Royalty free
Total files : 206
Total samples : 193 WAV
Additional details : 11 folders
More information : Alien Spacecraft Sound Effects
Allegorithmic debuted the public beta of Substance Plugin for 3ds Max at Autodesk University 2017, in Booth D211. With better performance, 8K visuals, and a brand-new user interface, the experience of authoring photorealistic materials in 3ds Max just got a lot easier.
By linking the product to Substance Engine technology, Allegorithmic has been able to dramatically increase the number of professional features available to 3ds Max users. As a standalone plugin, Allegorithmic will be able to update the product even faster, ensuring that 3ds Max users get updates at the same time as the rest of the Substance Designer community.
Used in combination with Substance Designer, Substance Plugin for 3ds Max gives users the ability to open and tweak Substance files, a simple method for creating physically based materials. Resolution rates have also been increased to 8K, providing users with enhanced visual quality when creating high-end renderings.
“When we started this process, we were dealing with an outdated version that didn’t reflect how far our technology had come in recent years,” said Dr. Sébastien Deguy, founder and CEO, Allegorithmic. “We wanted to change that, and change it soon. With this new plugin, that gap has been filled, turning a great tool into the powerhouse the rest of our users know and love.”
To increase productivity, Allegorithmic has redesigned the UI, offering a more modern and user-friendly take. Filled with sliders and color-coded mouse-over effects, the new UI prioritizes ease-of-use, making the process of dialing in settings an intuitive one. Batch importation, preset management and support, and one-click material creation for V-Ray and Arnold have also been added to further simplify the creation process.
In partner news, Autodesk will also be integrating Substance Source, Allegorithmic’s ever-growing library of physically based materials, into 3ds Max. Now, users will be able to search Substance Source via Autodesk’s own 3ds Max Asset Library, and select from more than 1,200 PBR materials explicitly designed for architecture, design, visual effects and game-related projects.
Allegorithmic will be showing both advancements at Autodesk University, from November 14-16, in Booth D211.
YoYo Games, the studio behind leading 2D game development engine GameMaker Studio 2, today announced the launch of its Creator Editions for Windows and Mac, a new easy to learn package that has been specifically designed for first time game makers, both young and old. With the Creator Edition, users can unleash their creativity and turn their idea from a simple concept into a finished video game.
“At YoYo Games with GameMaker Studio our mission is simple - create an accessible, robust set of tools for everyone who wants to give game making a shot,” said James Cox, general manager, YoYo Games. “With over 10 million downloads of the GameMaker Studio family of products, the Creator Edition is the perfect present for families who want to unleash their creativity over the holiday period and make the next Angry Birds”.
GameMaker Studio 2 is an award winning, professionally used game engine tool for making of video games across desktop, mobile and console platforms. More people, including children, are playing games than ever, and with the Creator Edition, YoYo Games has introduced the technology at a $39/£30 price point to ensure everyone gets the opportunity to try their hand at making games. The software has already found a home in over 1000 schools across the UK and USA across a range of ages.
GameMaker Studio 2 features simple-to-use drag-and-drop tools, tutorial and game assets, enabling users to quickly and easily create 2D games, letting their imaginations run wild in the process. The Creators Edition also allows users to publish their games to either Windows or Mac Desktop allowing family and friends to play their creations.
The Creator edition is the perfect platform for creators to take their first steps into games development and publishing onto digital platforms. It gives users all the options they might need to create characters, environments, props and levels as well as integrate sound, movement and other actions. The GameMaker Studio 2 Creator edition 12-month licence is now available for
$39 (approx. £30) through the YoYo Games website.
To access GameMaker Studio 2 tutorials visit: https://www.yoyogames.com/learn.
Double Fine and iam8bit’s Day of the Devs is tomorrow, and they’ve released a video highlighting some of the highly anticipated games that will be at the event, including Untitled Goose Game, Dead Static Drive, CHUCHEL, Eden Obscura, 29, Griftlands, Hot Lava, Minit, Crossing Souls, UFO 50, Wargroove, Ni No Kuni 2, Nour, Small Talk, The Rig, Into the Breach, and Knights and Bikes.
Day of the Devs is a FREE indie games festival, open to all ages, returning for its fifth year at The Midway in San Francisco on Saturday November 11 from 1-8. The festival unites gaming and development communities to celebrate the year's biggest indie hits and discover upcoming titles. The event will have tons of exciting activities and also feature several games that will be playable for the first time, including Untitled Goose Game, Into the Breach, The Rig and Session among other new and unreleased indie titles (full list of playable games at the event can be found here) as well as food trucks, art exhibits and live music sets by Baiyon, Ben Prunty, Jim Guthrie, Darren Korb and Slime Girls.
Retrospect is an inspector history system which not only gives you a list of things you have been inspecting, it also lets you make changes to them directly from the compact and easy to use history view. I think it is a excellent new way to inspect objects and it could save you from a lot of tedious jumping around your project.
I have a limited number of free copies to give away, if you would be happy to write a review!
Check it out on the Asset Store!: http://bit.ly/2htXIZp
Discord has launched their Rich Presence SDK, allowing developers to integrate with the chat application to make it easier for players to jump directly into game clients and play with friends or spectate. By offering the SDK, Discord is providing developers with another way to engage players with each other and the game.
The Rich Presence SDK is available for C, C++, Unity, or Unreal. Learn more from the Rich Presence SDK website at https://discordapp.com/rich-presence.
Strange Engine is a 2D KIT for Unity Developers, which can be used to create a top down game. Or use its modules in other projects. This KIT is easy to modify as many variables can be tweaked, the scripts are neat and well documented, and Editor Extensions will help you to create new maps and weapons in one minute. You can use existing graphics or replace it with your own.
Key Features > Fully Mobile Support. > Fully PC Support. > Randomly Generated map. > Pickups (Ammo). > Object Pooling. > Explodable walls. > Saves your highscore. > 14 different weapons.(Lasers, Lightning Bolts, Machine Guns, FlameThrowers, GrenadeLaunchers ) > Extended Enemy AI.(fly mode, search , atack, pursuit mode, passive mode.) > Different enemy types (Duck, Monster, Raven). > Editor Extensions. > Mobile and PC player and shooting controls. > Well Optimized.
Store Link. Youtube Link.
Soon new 2D weapons pack. Get all news in my Twitter.
Thanks for your time, Denis Arhipov CHE games.
If you have any questions, please contact me here, or email@example.com.
Oculus CTO John Carmack has posted the latest Public VR Critique: Daedalus, running on the Gear VR. Daedalus is a platformer and exploration game set in a surrealist world.
Carmack appears to really enjoy this game, mentioning that at "OC4, one of the VR apps presented for my review session was Daedalus...I played through the first couple training segments on stage, giving some of my common feedback, but what was noteworthy was that I didn't want to quit - I had to make myself stop to get on to the rest of the slate lined up."
In the critique, Carmack covers Daedalus' gameplay, artistic feel, and the pros/cons of the art style in mobile VR. He also reviews performance on Gear VR:
Check out the full critique here.
Epic Games’ Unreal Engine Enterprise team will be at Autodesk University (AU) revealing the latest developments to the Datasmith workflow toolbox for experiencing design. Datasmith provides a frictionless import of CAD data from over 20 CAD/DCC sources, including Autodesk 3ds Max, into Unreal Engine. Datasmith demos will be presented throughout AU, November 14-16, in booth A211 at the Venetian Hotel in Las Vegas, NV.
Real-time engines allow customers in design, engineering and construction to experience a virtual prototype of their design intent. Datasmith, currently available in a beta release, focuses on breaking down the barrier to exploring interactive 3D experiences for architecture and design. Bringing non-game data into Unreal Engine is now faster and more seamless, with Datasmith automating many manual processes, such as setup of lightmap UVs and conversion of materials.
“Datasmith’s biggest advantage is its ability to bring in objects, add lightmap UVs and generate working materials with minimal cleanup. This has cut our time to around 60%. Datasmith is definitely proving to be a game changer,” said Austin Reed, 3D Visualization Team Lead, HNTB Corporation.
In just three months, over 7,000 people from over 4,000 companies have registered for the Datasmith beta. Visit Unrealengine.com/beta for a chance to participate in the Datasmith beta.
During AU, Epic Games’ Unreal Engine Enterprise team will host “Epic Conversations” where a panel of individuals from Harley Davidson, HOK, Soluis and Steelcase will discuss how Unreal Engine is radically transforming their creative workflows. Unreal Engine brings new forms of visual communication to these markets by incorporating interactivity and real-time production technology adapted from the game development industry.
For more information, visit unrealengine.com/enterprise.
Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters.
Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity.
Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016.
This update contains the following changes:
-Addition of a file viewer that makes it easy to manage effect files;
-Improvements in UI such as adding icons for easy understanding of editing status;
-Addition of a function to read FBX as a 3D model file;
-Addition of parameters for easier control of the effects.
In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x.
This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed.
Effekseer 1.3 is available on the project website.
The license for the software is the MIT license.