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    Design Genifect 2.0 OpenFX plugin

    By Kjell Andersson, in News,

    Genifect 2.0 OpenFX plugin has been released by Dual Heights Software.
    New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet.

    Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few.
    Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/

    David Chadwick
    TactxStudios just finished posting a series of three tutorials that uses the development of a traditional peg game (Peg Solitaire) to highlight an approach for game development — using sequential builds. Each build is a fully executable project – allowing the developer to build, bundle onto targeted platforms and execute. Hardly an ‘Agile’ process, but what I’d term a ‘blocking and tackling’ plan for rapid game development. The three tutorials focus on:
    BUILD I: – In support of this initial build, the tutorial outlines the general concept of the game, to include, defining the target audience, setting targets for overall simplicity/difficulty, defining game play and win objectives. Integral to Build I will be the collection of initial graphic assets, to include backgrounds for both the splashscreens and gameplay, logos for the developer and game title, level selection panel and level buttons, game object sprites and animations.
    BUILD II: – During this second tutorial, we expand on Build I – adding a fully functional Level 1 of gameplay. During the tutorial for Build II, we add the full set of game objects (tabletop, pegs and pegholes), expand the controller to accommodate game setup, routines to handle player actions for moving the pegs, jumping other pegs and also removing the jumped peg from the gameboard. Additionally, during this build we’ll include procedures to accommodate several unique game conditions: (a) error-prone actions, such as multiple clicks on a peg – or – selecting an invalid jump move, (b ) selecting a jump path when multiple jump options are available and (c ) determining if there are still any potential moves that the user can make – if not, ending the game.
    BUILD III: –The last tutorial adds new play levels to the game – focused on different geometries – each of which will be more challenging to the player.
    Please take a look – I think you’ll find it an interesting project. Here’s the URL’s to the three parts:
    E1 - Opening SplashScreen and Level Selection Panel
    E2 - A Full Game focused on a Single Level -- a 10 location triangle
    E3 - The Final Four Level Peg Puzzle Game


    Slides: LOD and Culling Systems that Scale

    By khawk, in News,

    Mike Acton from Unity shared the slides from his Unite LA talk on LOD and Culling Systems that Scale, where he described the method used for culling and HLOD for the MegaCity demo.
    Labelled as a talk about what he "didn't do", Acton lists 7 points about how he went about with the optimizations.
    View the full twitter thread:
    Presentation as a PDF: culling.pdf

    Excitement is gathering for the 4th edition of VRX 2018 in San Francisco this December 6-7. As always, the organizers have brought together a stellar line-up of many of the world’s biggest companies and investors across industry, entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR.
    You can see the full line-up on the VRX website. But the focus of VRX is not just the content – it’s also the people who attend and the networking the event provides. This year will see 800 top-tier XR business leaders in attendance over the two days.

    Here’s a snapshot of who’ll be there:
    Game, film and content studios: The VOID, Paramount, Skydance Interactive, Survios, Digital Domain, GREE, Dave & Busters, Felix & Paul, Sansar, Cloudhead Games, Vreal, Penrose Studios, MediaMonks, Dreamscape Immersive, Fake Production Oy, Nomadic, nDreams, Zerolight, REWIND, Happy Finish, HBO Hardware and software providers: Oculus, HTC, Google, Samsung, Qualcomm, AMD, Unity, HP, Bose, Tobii, Talespin, Almalence, Intervoke, Siemens, LG, Flex, Adobe, Varjo, Intuitive Surgical, Neurable, Ultrahaptics, Ubiquity6, Microsoft Enterprises and brands across multiple verticals: Gensler, Nationwide, ExxonMobil, Merck, Audi, Nestle, Israel Aerospace, General Motors, Allergan, DHL, Ball Aerospace, Jacobs, CDM Smith, Siemens Energy, Lowe’s, GE Power, HDR, Korea Electric Power Corporation, Applied Materials, State Farm Insurance, United Technologies, Johnson & Johnson, BASF, Honda Analysts, media and financiers: Deloitte, Comcast Ventures, SuperData, Digi-Capital, Fortune, Techcrunch, Road to VR, Capital Group, Vive X, Boston Consulting, Boost VC, HP Tech Ventures, Headlight Investments, TDPI Ventures, Maveron The organizers have also included the job titles of those attending from these companies here: http://events.vr-intelligence.com/vrx/conference-attendees.php
    GameDev.net has a discount for you to use, to get 15% off tickets to the event. Just enter the code GDN15 when you register here:https://events.vr-intelligence.com/vrx/register.php .

    From PixelFest 2018 Developer Day!
    David Hernly is a long-time indie game developer focused on a combination of hardware control systems and starship simulations. He's the creator of Starship Horizons, which has been making the convention rounds for 5 years. Most recently, David has taken the underlying Starship Horizons hardware control engine and re-skinned it for escape rooms all over the country via Mythric Mystery Master.

    Dimitri Lozovoy
    The mobile editor for Voxyc, a voxel-focused open-source game engine in development, can now edit 3D scenes on Android. Right in the app, you can create voxel chunks and combine them with models and sprites. You can import files right from the menu and then assign textures, move and resize them with a few button presses. All imported objects can be animated with Lua scripts. The resulting scenes can be used in games created with Voxyc, but since the project is open-source, export to other formats and engines can be and are expected to be developed.
    The app is one of the first that allows level creation on the go. You can work wherever inspiration strikes. Any dull moment can now be used productively, which is important for small indie teams that lack resources or work after-hours or on weekends. Using your device's camera to make textures and inserting them right into the scene is also convenient. The app is aimed at people who work on games independently and, perhaps after having already spent hours at their desk job, do not wish to be tied down to a chair and monitor. I find that using the app on a tablet is most convenient.
    Although the engine and the editor have come a long way in the last year, at this time, I am the only developer on the project. The editor and the engine are still missing some essential features, and I am looking for developers with whom I can share code. The codebase is cross-platform C++ and target platforms are Android, iOS, Windows, Mac, OpenVR, GearVR, Daydream and others.
    Voxyc editor for Android on Google Play
    Engine source code on GitHub
    Gamedev project link

    Epic Games announced the latest recipients of Unreal Dev Grants, a $5 million fund supporting developers working with Unreal Engine 4 (UE4). This new round awards $800,000 to more than 30 individuals and teams, with no restrictions or obligations to Epic Games. As with previous rounds, these recipients illustrate the wide variety of use cases for UE4, including independent games, interactive visualizations, virtual reality surgical simulators and online learning resources.
    “The Unreal Dev Grants program has a simple goal: to help talented developers succeed by letting them focus more on their project and less on their bills,” said Chance Ivey, Partnership Manager at Epic Games. “We’re continually amazed by the range of applications built with UE4 and the potential of so many of these projects; this round includes standouts such as Sojourn by Tierceron, Crab Rave by Noisestorm, and VR Cataract Simulator by Surgical Mind. Congrats to all of these folks for their vision and persistence!”
    The latest round of Unreal Dev Grants recipients includes:

    TOOL / PLUGIN: Anomotion Motion Composer and Anomotion BIK – Website
    Anomotion maintains two animation solutions for UE4: Motion Composure, a task-based motion planner which automatically generates precise motion sequences from unstructured animation data; and BIK, an inverse-kinematics system that can model various joint types and define custom constraints for VR avatars, virtual humans and creatures. Anomotion's solutions have practical applications, from film previs to architectural visualizations. For industrial simulation and shared virtual environments, for example, Anomotion's technology can be used to populate interactive, adaptive training environments with task-directed virtual characters.

    FILM / CINEMA / VR: Awake: Episode One by Start VR – Trailer
    Created by Start VR, Awake: Episode One is an interactive cinematic virtual reality experience for HTC Vive and Vive Pro. Awake: Episode One, which uses the latest volumetric capture techniques to bring real-life human performances into VR, officially premiered at SXSW and has been touring the festival circuit ever since. It’s coming soon to Steam.
    INDEPENDENT GAME: Black Iris by Hexa Game Studio – Closed Gameplay
    From Brazilian indie team Hexa Game Studio, Black Iris is an action RPG that takes inspiration from the Dark Souls series of games and Bloodborne. Black Iris in development for PC and console.
    INDEPENDENT GAME / AR: BOT-NET by Calvin Labs – Website
    BOT-NET is a game that turns physical space into a first-person battlefield using a mobile device’s AR features. Massive robots fight while the player engages in ground combat with smaller robots. BOT-NET is available in the App Store.
    FILM / CINEMA: Cine Tracer by Matt Workman – Steam
    Developed by Matt Workman of Cinematography Database, Cine Tracer is a photorealistic cinematography simulator in which the player operates real world-based cameras, sets up lights, and directs talent within UE4 environments. Matt frequently livestreams Cine Tracer development at https://www.twitch.tv/cinegamedev. Creatives can use Cine Tool to communicate lighting, cameras and storyboarding, and it’s available in Early Access on Steam.
    INDEPENDENT GAME - Close to the Sun by Storm in a Teacup – Gameplay Trailer
    Developed by Rome-based Storm in a Teacup, Close to the Sun is a first-person horror game that takes place in an alternate version of history in the 1890s aboard a mysterious ship complex created by Nikola Tesla where things are not as they seem. With numerous indie game accolades already under its belt, Close to the Sun is coming to PC and console in 2019.
    TOOL / PLUGIN: coreDS Unreal by ds.tools – Website
    coreDS Unreal facilitates the easy deployment of support for high-level architecture (HLA) and distributed interactive systems (DIS) in UE4 games and applications. Users can integrate once and support HLA and DIS without any modifications to coreDS Unreal, which provides an extensive feature set that eases the integration process, allowing for reduced implementation time, flexibility and highly customizable simulation behavior.
    INDEPENDENT GAME: Farm Folks by Overgrown – Trailer
    Farm Folks is a successfully crowdfunded farming simulator game with a nod to the classic Harvest Moon series. Players can explore Softshoal Island, grow crops, raise livestock, build relationships and more – all the while uncovering the island’s mysteries. Farm Folks, coming to PC, is available for pre-order on Crytivo.
    AR / VR: The Hydrous presents: Immerse – Website
    Jason McGuigan and his team at Horizon Productions have been on the bleeding edge of XR for several years, with a library of AR and VR projects built with UE4 under their belt. A pre-release version of Immerse took stage at the recent Trojan Horse Was a Unicorn gathering in Malta presented by Dr. Erika Woolsey, the CEO of the Hydrous. The Hydrous’ mission is to create open access oceans by bringing conservation education to the masses. Horizon also presented a high-fidelity VR art gallery created in Unreal Engine that featured almost 100 paintings by some of the world’s leading digital artists.
    INDEPENDENT GAME / VR: Jupiter & Mars by Tigertron – Trailer
    Jupiter & Mars is an underwater adventure game for PlayStation 4 and PlayStation VR with a powerful message around climate change set in a shocking, future world inspired by ecological events happening now. The player controls Jupiter, a dolphin with enhanced echolocation powers, traveling around the world with AI companion Mars to disable the man-made machinery disrupting marine life, while solving puzzles and encountering magnificent creatures along the way.
    INDEPENDENT GAME / VR: Kaisuo by USC Games – Trailer
    Kaisuo is a VR puzzle game in which players use fine motor dexterity to solve enigmatic Chinese puzzle boxes and unlock surreal, extraordinary spaces. Originally founded as an undergraduate student project named Lantern (now the name of the development team) at the University of Southern California, Kaisuo has been showcased at events such as the USC Games Expo and Indiecade @ E3, and is in development through the USC Bridge incubator program for full release on the Oculus and Steam stores.
    INDEPENDENT GAME: Koral by Pantumaca Barcelona – Steam
    Developed by Carlos Coronado, one of Barcelona’s leading UE4 experts, this beautiful PC game takes players on a dive through the underwater world where they play as the current on a mission to revive coral reefs. Solving puzzles heals the reefs and replenishes the ocean’s magic.
    FINE ARTS / VR: The Kremer Collection Virtual Museum – Website
    Designed by architect Johan van Lierop, Founder of Architales and Principal at Studio Libeskind, the Kremer Museum features 17th Century Dutch and Flemish Old Master paintings from the Kremer Collection and is accessible through Viveport, Steam and Oculus.
    FINE ARTS / VR: Lemieux Pilon 4D Art – Website
    The renowned duo of Michel Lemieux and Victor Pilon (4D Art) are creating an immersive museum art piece for virtual reality using UE4.
    INDEPENDENT GAME / VR: Mini World VR by Scaena Studios – Video
    From Korea’s award-winning Chung Ang University 3D VR Lab, Scaena Studios’ Mini World VR is an immersive storytelling experience featuring elaborate hand-animated characters, game-based elements and intuitive interactivity. A cross between a game and a film, Mini World VR can be experienced from the perspective of both player and audience.
    INDEPENDENT GAME: Mowin’ & Throwin’ by House Pixel Games – Steam
    Available via Steam Early Access, Mowin' & Throwin' is a two vs. two local multiplayer game featuring lawn-obsessed garden gnomes who drive riding mowers. Each hilarity-ensuing match is a constant tug-of-war as players work with teammates to mow their lawn while attempting to sabotage the other team's lawn. Victory goes to the team with the least amount of grass on their turf when time ends.
    TOOL / PLUGIN: Optim by Theia Interactive – Website
    Currently in alpha, the Optim plugin applies an accelerated workflow methodology to Unreal Engine's Datasmith suite of tools and services for enterprise markets. Leveraging the efficiency of Datasmith and the power of Python, artists and designers can use Optim to visualize and customize their Datasmith import process for further optimization.
    INDEPENDENT GAME / VR: Planetrism VR by Planetrism Team – Gameplay
    The future of humankind leads to the distant stars in this VR and PC adventure developed by Finnish duo Kimmo Kaunela and Mike Laaksonen. In Planetrism, players follow the opportunity of a lifetime to lead colonization on an uncharted planet, encountering untold mysteries while building a future for generations to come.
    ARCHITECTURE / VR: Real Estate in VR by REinVR – Website
    The real estate technology team at REInVR is focused on using UE4 to build advanced immersive consumer buying experiences using digital humans, AI and VR.
    FILM / CINEMA: The Abyss by Kemal Günel – Video
    This real-time short film depicts an ominous scenario aboard a desolate spaceship. Built using Kemal’s assets that are available on the Unreal Engine Marketplace, the project is also the basis for his popular UE4 Lighting tutorial series, which has 35 videos and counting.
    INDEPENDENT GAME: The Cycle by YAGER - Alpha Gameplay
    Currently in Closed Alpha, The Cycle is the latest FPS game from Berlin-based YAGER. Up to 20 players go head to head to fulfill contracts during matches about 20 minutes in length. The Cycle is planned for PC release in early 2019 with support for consoles to follow.
    INDEPENDENT GAME: Risk One’s Neck by Royce Games – Trailer
    Developed by Korean indie team Royce Games for PC and consoles, Risk One's Neck is a vintage arcade-style beat 'em up game set in a brutal, realistic urban environment. An homage to the Capcom arcade fighters of the 1980s, Risk One’s Neck channels thrilling gameplay for players of all skill levels.
    LEARNING RESOURCE: Russian UE4 Lessons and Community - Website and YouTube
    This incredible volunteer-driven resource for the Russian development community has been in operation since the public launch of UE4 in 2014. Featuring translations of exhaustive release notes for dozens of major engine updates, along with hundreds of localized tutorials -- all created independently, and freely shared online -- the group has well over 50,000 members across their networks, which also include popular Unreal Engine Discord and VK channels.
    INDEPENDENT GAME: S.O.N by RedG Studios – Trailer
    S.O.N is a modern-day psychological survival horror game in which a father searches for his son who has gone missing deep in the Pennsylvania forest, better known as South Of Nowhere. In a world where fear takes control and the past is never erased, questions linger around what demons will be faced to get back a loved ones. S.O.N is coming to PlayStation 4.
    INDEPENDENT GAME: Spellbreak by Proletariat Inc. – Trailer
    With talent from game studios such as Harmonix, Turbine and Insomniac, Proletariat is bringing a magical twist to battle royale. Currently in pre-alpha on PC, Spellbreak puts a new spin on the genre with its fantasy art style and powerful magic spells that can be explosive when used in combat.

    FILM / CINEMA: Robots’ Design Academy by Eric Liu – Blog - Video
    A student film by Eric Liu, this 12-minute cinematic highlights the art of the possible when a single person sets out to do something wonderful. Powered by the drive and passion to create something spectacular, Eric created a wordless tale about creativity and daring to be different. It follows a robot student learning to design after most of humanity has become extinct from some unknown apocalypse. Dismayed by the institution’s insistence on strictly copying human creations perfectly, the droid protagonist sets out to design something bold and unique with the help of a newfound human pal.
    TOOL / PLUGIN: Tools and Plugins by VR Professionals – Video - Website
    Russia-based VR Professionals are on a mission to create more affordable and accessible “out of the box” solutions for VR training and education using UE4. Having identified a desire for UE4 apps to be more deeply integrated into enterprise ecosystems, e.g., SQL databases, analytics, reports, LMS and CRM systems, VR Professionals are developing UE4 tools and plugins to help organizations streamline their use of B2B apps faster and with lower costs.
    FILM / CINEMA: Music Videos by Noisestorm – Video – SoundCloud
    Irish music producer and artist Noisestorm uses UE4 to create incredibly striking videos to accompany his musical tracks, which are often associated with trap, drum and bass, electro and dubstep. Now with nearly 8.5 million views, Crab Rave features thousands of CG crabs gathering after a tropical storm to dance it out. Noisestorm’s latest release, Breakout (feat. Foreign Beggars), depicts a tactical prison break with intense firefights, massive explosions, a high energy helicopter chase and an amazing sniper shot.
    FILM / CINEMA: Unannounced project by Kite & Lightning - Video
    The recipient of the 2018 SIGGRAPH Best Real-Time Graphics and Interactivity Award at the recent Real-Time Live! showcase, Kite & Lightning wowed audiences with the presentation “Democratizing Mocap: Real-Time Full Performance Motion Capture with an iPhone X, Xsens, IKINEMA and Unreal Engine.” This Unreal Dev Grant is given in support of new breakthroughs in live performance-driven entertainment.
    FILM / CINEMA: Unannounced project by 3rd World Studios - Website
    3rd World Studios is the Pakistan-based creator of the first animated feature length film rendered entirely in UE4, Allahyar and the Legend of Markhor, which was released in February to critical acclaim. This Unreal Dev Grant is meant to accelerate 3rd World’s future film projects.
    INDEPENDENT GAME: Unbound: Worlds Apart by Alien Pixel Studios – Trailer
    Unbound: Worlds Apart is an atmospheric 2D puzzle platformer in which the player can conjure magic portals to travel between different realities and learn more about a catastrophe that has ravaged his world. Inside certain portals, the physical properties of the character or world elements can change, offering new gameplay possibilities. A dark fairy tale with a cartoonish style, Unbound: Worlds Apart is planned for release on PC and Nintendo Switch in 2019.
    TOOL / PLUGIN:  VR Cataract Simulator by Surgical Mind – Video
    Surgical Mind, a branch of Korea-based Mania Mind, is developing a cutting-edge VR simulator for cataract surgery to enabling medical residents to better hone their skills before getting near an eye. Their team maintains that VR simulation training improves performance, minimizes risk and provides greater detail around potential scenarios more efficiently than expensive physical simulators.
    To learn more about Unreal Dev Grants and to apply, visit: http://unrealengine.com/unrealdevgrants

    Epic Games today released Unreal Engine 4.21 to bring developers greater efficiency, performance, and stability for any project on any platform. With this latest release, it's easier for users to work smarter, create faster, and produce world-class results with Unreal Engine.
    Unreal Engine 4.21 builds upon proven tools for creativity and efficiency, adding even more mobile optimizations to both Android and iOS, up to 60% speed increases when cooking content, and more power and flexibility in the industry-leading Niagara effects toolset for real-time VFX. In addition, the new production-ready Replication Graph plugin enables developers to build multiplayer experiences at a scale previously impossible, and Pixel Streaming allows users to stream interactive content directly to remote devices with no compromises on rendering quality.
    Updates in Unreal Studio 4.21 also offer new capabilities and enhanced productivity for users in the enterprise space, including architecture, manufacturing, product design, and other areas of professional visualization. Unreal Studio's Datasmith workflow toolkit now includes support for Autodesk Revit, and enhanced material translation for Autodesk 3ds Max, all enabling more efficient design review and iteration.
    Key features across Unreal Engine 4.21 include:
    Replication Graph: The Replication Graph plugin, which is now production-ready, makes it possible to customize network replication in order to build large-scale multiplayer games that would not be viable with traditional replication strategies.
    Niagara Enhancements: The Niagara VFX feature set continues to grow, with substantial quality of life improvements and Nintendo Switch support added in Unreal Engine 4.21.
    Sequencer Improvements: New capabilities within Sequencer allow users to record incoming video feeds to disk as OpenEXR frames and create a track in Sequencer, with the ability to edit and scrub the track as usual. This enables users to synchronize video with CG assets and play them back together from the timeline.
    Pixel Streaming (Early Access): With the new Pixel Streaming feature, users can author interactive experiences such as product configurations or training applications, host them on a cloud-based GPU or local server, and stream them to remove devices via web browser without the need for additional software or porting.
    Mobile Optimizations: The mobile development process gets even better thanks to all of the mobile optimizations that were developed for Fortnite's initial release on Android, in addition to all of the iOS improvements from Epic's ongoing updates. With the help of Samsung, Unreal Engine 4.21 includes all of the Vulkan engineering and optimization work that was done to help ship Fortnite on the Samsung Galaxy Note 9 and is 100% feature compatible with OpenGL ES 3.1.
    Much Faster Cook Times: With the release of 4.21, the cooking process has been optimized, resulting in up to a 60% speed increase in cook times. Low-level code avoids performing unnecessary file system operations, and cooker timers have been streamlined.
    Gauntlet Automation Framework (Early access): The new Gauntlet automation framework enables developers to automate the process of deploying builds to devices, running one or more clients and or/servers, and processing the results. Gauntlet scripts can automatically profile points of interest, validate gameplay logic, check return values from backend APIs, and more! Gauntlet has been battle tested for months in the process of optimizing Fortnite, and is a key part of ensuring it runs smoothly on all platforms.
    Animation System Optimizations and Improvements: Unreal Engine’s animation system continues to build on best-in-class features thanks to new workflow improvements, better surfacing of information, new tools, and more.
    Blackmagic Video Card Support: Unreal Engine 4.21 also adds support for Blackmagic video I/O cards for those working in film and broadcast. Creatives in the space can now choose between Blackmagic and AJA Video Systems, the two most popular options for professional video I/O.
    Improved Media I/O: Unreal Engine 4.21 now supports 10-bit video I/O, audio I/O, 4K, and Ultra HD output over SDI, as well as legacy interlaced and PsF HD formats, enabling greater color accuracy and integration of some legacy formats still in use by large broadcasters.
    Windows Mixed Reality: Unreal Engine 4.21 natively supports the Windows Mixed Reality (WMR) platform and headsets, such as the HP Mixed Reality headset and the Samsung HMD Odyssey headset.
    Magic Leap Improvements: Unreal Engine 4.21 supports all the features needed to develop complete applications on Magic Leap's Lumin-based devices -- rendering, controller support, gesture recognition, audio input/output, media, and more.
    Oculus Avatars: The Oculus Avatar SDK includes an Unreal package to assist developers in implementing first-person hand presence for the Rift and Touch controllers. The package includes avatar hand and body assets that are viewable by other users in social applications.
    Datasmith for Revit (Unreal Studio): Unreal Studio's Datasmith workflow toolkit for streamlining the transfer of CAD data into Unreal Engine now includes support for Autodesk Revit. Supported elements include materials, metadata, hierarchy, geometric instancing, lights, and cameras.
    Multi-User Viewer Project Template (Unreal Studio): A new project template for Unreal Studio 4.21 enables multiple users to connect in a real-time environment via desktop or VR, facilitating interactive, collaborative design reviews across any work site.
    Accelerated Automation with Jacketing and Defeaturing (Unreal Studio): Jacketing automatically identifies meshes and polygons that have a high probability of being hidden from view and lets users hide, remove, or move them to another layer; this command is also available through Python so that Unreal Studio users can integrate this step into automated preparation workflows. Defeaturing automatically removes unnecessary detail (e.g. blind holes, protrusions) from mechanical models to reduce polygon count and boost performance.
    Enhanced 3ds Max Material Translation (Unreal Studio): There is now support for most commonly used 3ds Max maps, improving visual fidelity and reducing rework. Those in the free Unreal Studio beta can now translate 3ds Max material graphs to Unreal graphs when exporting, making materials easier to understand and work with. Users can also leverage improvements in BRDF matching from V-Ray materials, especially metal and glass.
    DWG and Alias Wire Import (Unreal Studio): Datasmith now supports DWG and Alias Wire file types, enabling designers to import more 3D data directly from Autodesk AutoCAD and Autodesk Alias.
    For a full feature list and additional details, please visit: https://www.unrealengine.com/en-US/blog/unreal-engine-4-21-released

    Bluezone Corporation releases 'Lake Wave Sound Effects', a new immersive sound library. Featuring subtle splashes, enveloping water movements and calm lake ambiences, these sounds have been meticulously recorded at a lakeside on a windy day in the French Ardennes forest. The collection contains 105 isolated lapping wave sounds and 4 gentle ambiences in 24 bit / 96 kHz.
    From wild mountain lakes to river banks, from waves slapping against the rocks in a creek to sandy beaches and rocky coastlines, this sample pack is the perfect construction kit: you can easily stack and layer these sounds to add intensity to your ambience, or simply use them as they are to obtain quiet ambiences. All sounds are hyper-detailed with a particular attention to the foam caused by the ripples on the surface of the water.
    The water side ambiences included in this sound library are carefully processed to give you ready-to-use elements. Furthermore, 'Lake Wave Sound Effects' is a useful resource for film and video game sound designers: you can easily mangle the sounds to get a realistic and organic touch inside your projects. Note: the background ambience in the demo is not part of the product but is added free of charge.
    Reference : BC0252
    Delivery : Download link
    Download size : 425 MB
    Extracted size : 489 MB
    Format : WAV
    Resolution : 24 Bit / 96 kHz
    Channel : Stereo
    License : Royalty free
    Total files : 134
    More information and demo: Lake Wave Sound Effects

    After months of hard labour, cross words and more debates that you can shake a relatively large stick at, the Mixed Reality Toolkit finally entered the Beta phase. This marks the first “release” ready for developers to start prototyping, building projects and hacking away to build fantastic Mixed Reality experiences.
    A new cross-platform architecture Scriptable configuration A new componentized layout Support for WMR and OpenVR right out of the box (Just hit play) And Much, much more. It’s not at feature parity with its predecessor the HoloToolkit, but it showcases a new path / generation for the Toolkit, seeking to be more open, resolve old issues and strive to be the one toolkit to take on the world of Mixed Reality (or Cross-Reality if you prefer). It’s also not recommended for production use just yet (although legend tells, that it’s already being used for future projects by Microsoft and other MR Partners already).
    Dig in, try it out, see what you think and let the team know Good or Bad what you like or would want to see improved.
    Learn more about the Mixed Reality Toolkit here.

    Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen. Steve travelled the world to meet with all the personalities involved in the Street Fighter epic, from artists and producers in Japan to Esports champions from various communities. Steve shared his story with us at PixelFest 2018.
    PixelFest - "growing artists and programmers through love of games" PixelFest.org

    Epic is partnering with Unreal Engine Marketplace creators to offer select content to the UE4 community for free. This means developers using Unreal Engine will have access to more resources at no additional cost.
    Epic has announced 18 new pieces of high quality content that will be free to download throughout the month of November, and once you download the content it's free for you to use in your projects. 
    Learn more and view the full list of free assets at the Unreal Engine blog. 


    Unity has announced that they are changing Asset Store pricing policies at the start of 2019.
    In an email, Unity declared that a $4.99 minimum price will be required for all new assets starting November 1, 2018. Free assets will continue to be free. On January 1, 2019 all store assets (except free) will be changed to the $4.99 minimum.
    Unity says the change will be beneficial for all parties:

    The Healthcare Games Showdown, an Accelerator meets Hack-a-thon Game Jam hosted by the TMC Innovation Institute, is encouraging students from around the nation to sign up to create serious simulations and video games to assist in healthcare marketing, education, research or training efforts. 
    The livestream show is scheduled for July 1st - July 26, 2019. The production team includes a mix of professors from various educational institutions, professional game and technology mentors, and Emmy® and award-winning broadcast producers. The collective goal of the event is to see digital media and technology students find work doing what they love best — creating solutions to problems using digital media and technology. 
    “There are more students graduating with an educational degree for video game careers than ever before,” notes Dr. Chang Yun, Instructional Associate Professor of Computer Science at the University of Houston. “As an industry, we need to help students see value in serious games so that they realize there is more work to be found beyond entertainment studio jobs.”
    What kind of games will be created? Categories include Medical Education and Training, Participatory Health, Exergaming and Fitness, Rehabilitation games, Cognitive and Emotional, and Operations and Patient Records.  
     “We have seen everything from VR environments to reduce anxiety, pain and PTSD in patients, to games to educate and train medical professionals, and games to help patients with chronic conditions stay on track with their treatments and rehab,” said Erik M. Halvorsen, PhD, Director, TMC Innovation Institute. “With the Texas Medical Center, the largest medical complex in the world, the medical gaming industry could really take off here in Houston to effect the world.” 
    Outside of student teams creating the game prototypes, the story of the creation process is broadcast in a livestream show.
    “There is a huge demand in the collegiate community for seeing and participating in video game production,“ said Karen Snyder, MFA, creator and executive producer of the Healthcare Games Showdown™. “The livestream show format is ‘Jimmy Kimmel’ meets ‘The Apprentice’. And in this show, it is all about pushing the students through the ultimate internship while creating a serious game in the hopes they land a job.” 
    The event is currently seeking further team sponsors so that 48 students in six teams can create healthcare games. 

    “We just picked up our first team sponsor,” said Dennis Mathews, CEO of Revelation Interactive and the Houston chapter IGDA organizer. “The first team will be making an app to train nurses to dispense medications correctly at senior living facilities. What a fantastic problem for students to engage with and solve via serious simulation.”  
    The event includes a highly diverse group of video game professionals and instructors who will act as student mentors. Their efforts will be augmented by medical professionals offering their advise and expertise. While Houston is playing a central role in this effort, the impact of the showdown is already moving to incorporate talent from other cities and regions. 
    “The Healthcare Games Showdown is going to bring people together that really need to meet each other to fully benefit from each others knowledge,” said Dr. Verena Kallhoff, Manager of WorkSpaces at Health CoLab at Dell Medical School at the University of Texas at Austin. “Just starting that conversation between the different players -- the gamers and the clinicians -- letting them understand how the other one thinks. I believe that’s going to lay a really great foundation for us to shift healthcare into much more of an area that will serve both the patient as well as the medical community.”
    Non-profit supporters of the event include the International Game Developers Association, Houston Exponential, and College, Community and Career. Educational programs who are officially co-promoting the event include the University of Houston’s College of Technology Digital Media program and the University of Houston’s College of Natural Sciences and Mathematics Computer Science program, along with the Art Institute of Houston.  
    Interested parties can assist the showdown by:
    Sponsoring a team or advertising in the show Mentoring students / judging their final effort  Stream hosting the show on Twitch, Mixer, (and in certain instances, YouTube) Being a show ambassador and spreading word on campuses   

    Eduardo Oriz
    Hi everyone
    I thought this could be useful for devs interested in Unity's 2D tools. We have just launched the new #Unity2DChallenge.
    It's a good opportunity to make or share a small demo of a game using the new 2D features, there's cash prizes and no restrictions on publishing your game afterwards.
    There's more information on the Connect channel or I can answer your questions here

    GameDev.net will be joining over 800 of the world’s leading XR pioneers at this year’s VRX 2018, in San Francisco this December 6-7 – providing our audience with a 15% discount on all ticket types.

    VRX is known for bringing together the greatest minds in immersive tech for its exclusive annual event – featuring talks and demos from the people leading the way in virtual and augmented reality.
    This year, the event challenges its guests to take a step back from the hype around XR and get to the core of what’s really happening in the industry; where the biggest opportunities lie and what’s really holding immersive tech back from greater adoption.
    The full line-up has been announced, with a who’s-who of VR and AR innovators from across both consumer and enterprise, taking their place throughout the programme.
    Just some of the 90+ speakers include:
    Pearly Chen, Chief of Staff to CEO & Director of Vive X, HTC Tim Bates, IT Fellow, Immersive Technologies Strategy, General Motors Steven Kan, Head of Global AR/VR Strategy, Google Curtis Hickman, CCO & Founder, The VOID Timoni West, Director of XR Research, Unity Lee Burrell, Director of BD - Automotive, Engineering & Manufacturing, DHL Ted Schilowitz, Futurist in Residence, Paramount Pictures John Canning, Executive Producer, Digital Domain Connor McCollough, Product Architect, Innovation & Business Transformation, GE Power Denny Unger, CEO, Cloudhead Games Jennifer Magee-Cooke, Head of Production, Dreamscape Immersive Andy Mathis, Head of Partnerships, Oculus Christine Koppinger, Global AR/VR Innovation Lead, Nestlé In addition, the expo alongside will feature 40 of the latest technological innovations and business solutions from across the industry, including sponsors and exhibitors as HP, Siemens, ZeroLight, Varjo, Bose, Happy Finish, Qualcomm and many more.
    As event partners, GameDev.net has been given a 15% discount on all ticket types, including full 2-day passes and 1-day start-up passes. To claim your discount, enter the code GDN15 when you register at https://events.vr-intelligence.com/vrx/register.php

    David Chadwick
    As many already know -- Defold is a completely free game engine which provides a fully turn-key solution for game development across iOS, Android, HTML5, Mac OS X, Windows and Linux platforms.  It includes a Visual Editor, Lua Code Editor, Scene Editor, Particle Editor and Tile Editor.  A full suite of integrated tools which supports the full cycle of game creation.
    I'm announcing a new series of tutorials which teaches each of the major capabilities of the Defold Game Engine -- with both introductory tutorials on how to use key Defold features, as well as more advanced tutorials which develop a full game project.   The current tutorials in the series include:
    Introductory Tutorials
    Kickoff with the Defold Game Engine Defold Image Procedures Select, Drag and Drop of a Defold Game Object Game Object Movement Techniques Preliminary use of 2d Physics and Collisions Convex Shaped Collision Objects Animated GUI Nodes Introduction to Levels, Messages and Menus Defold Game Tutorials
    New Enhanced Defold Game Template Balloon Pop - Defold Game Project Tutorial CoinDrop - Defold Game Project Tutorial IceJump - Defold Game Project Tutorial The series is located at the following site:   TactxStudios.com
    I hope you find these tutorials helpful in getting acquainted with the Defold tool.   I'd appreciate any feedback on how I can make this series more productive.  
    One last thought - on the site is a newletter signup -- I'd encourage you to join the mailing list.  I'll be sending out notices as new tutorials are being added.
    All the very best - David C

    Reallusion’s CC3 completes the 3D game character pipeline for game developers. Access a highly optimized game character base for mobile, AR and VR developers then integrate InstaLOD’s model and material optimization technologies to generate game-ready characters that are animatable on-the-fly with multiple LOD outputs. 
    CC3 is introducing a new Game Character Base with its topology optimized for Mobile, Game, AR/VR developers. The 10K polygon base also answers the call for displaying massive amount of NPCs or Citizens with true-to-life body and facial animation without serious performance drop in real-time render.
    Optimized Character for Game/AR/VR/Mobile
    ●    Game Base Characters can be derived from any Standard CC Character.
    ●    Retain visual quality after mesh simplification.
    ●    Compatible with CC Morphs, Skin Presets, and Outfit System.
    Simplified Bone Structure for Facial and Body Animation
    ●    CC bones optimized identically for game engine compatibility.
    ●    Fully-rigged 10K polygon characters with detailed facial and body performance.
    ●    Compatible with iClone character animation tools and mocap system.
    ●    Access to full set of Facial Morphs for lip sync and emotional expression.
    InstaLOD inside Character Creator 3 fulfills the complete game character pipeline on polygon reduction, material merge, texture baking, remeshing and LOD generation.  These necessary elements of game design are able to be completed for every character in one seamless process. After designing with character morphs, clothing, accessories and materials the InstaLOD embedded features finalize the gamification for each character and produce up to 5 levels of detail to load into Unity or Unreal game engines.
    Pricing and Availability:  
    Character Creator 3 Pipeline is available directly from Reallusion or authorized Resellers. It is available for Windows operating systems only. For more information about price and system requirements, please visit https://www.reallusion.com/store/

    The third edition of the book Physically Based Rendering: From Theory to Implementation is now available for free online at http://www.pbr-book.org. The book by Matt Pharr, Wenzel Jakob, and Greg Humphreys describes the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. 

    In 2014 the authors earned an Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions, and the Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."
    Learn more and browse the contents at http://www.pbr-book.org/.

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