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  • BearishSun
    bs::framework is a newly released, free and open-source C++ game development framework. It aims to provide a modern C++14 API & codebase, focus on high-end technologies comparable to commercial engine offerings and a highly optimized core capable of running demanding projects. Additionally it aims to offer a clean, simple architecture with lightweight implementations that allow the framework to be easily enhanced with new features and therefore be ready for future growth.
    Some of the currently available features include a physically based renderer based on Vulkan, DirectX and OpenGL, unified shading language, systems for animation, audio, GUI, physics, scripting, heavily multi-threaded core, full API documentation + user manuals, support for Windows, Linux and macOS and more.
    The next few updates are focusing on adding support for scripting languages like C#, Python and Lua, further enhancing the rendering fidelity and adding sub-systems for particle and terrain rendering.
    A complete editor based on the framework is also in development, currently available in pre-alpha stage.
    You can find out more information on www.bsframework.io.

    CGTrader
    CGTrader’s birthday sale is on May 22-29 with over 250,000 3D models (for games, VR, architecture and 3D printing) going on sale for up to 50% off. 3D artists are giving discounts to celebrate the 7th birthday of the marketplace that has the fairest conditions for designers worldwide.
    Here’s a link to the sale page - https://www.cgtrader.com/sale

    khawk

    Rizom-Lab Updates Unfold3D to RizomUV

    By khawk, in News,

    Rizom-Lab upgrades its professional UV mapping tool, giving it a new name and seven new features. Now known as RizomUV, this professional toolset can provide distortion-free UV maps quickly, sometimes in a single click thanks to a new UV tool and an artist-friendly UI.
    “Artists come to us because we’re fast and we listen,” said Rémi Arquier, RizomUV’s creator. “This latest update is living proof, with a new UI designed for game and VFX users, and tools that can tackle everything from an industrial design to photogrammetry. It’s our best tool yet.”
    Since inception, RizomUV has amassed an enviable list of users, including artists at Ubisoft, Capcom, GameLoft, 2K, Virtuous Games, Unit Image and Valve Software. Since the release of V10, Rizom-Lab has continued to find new ways to address one of the most labor-intensive aspects of the 3D process.

    New Features Include:
    Full Auto UV: Compute UV maps in a single click or use the “advanced” controls to adapt the common characteristics of large assets for future processing. New UI: More intuitive GUI mirrors top 3D applications with faster access to most commonly used features for UV mapping. Texel Density Tools: Easily edit and visualize texel density of polygons and shells in real-time, ensuring density-consistent UV maps across models. Polygon Magic Wand: Select groups of polygons using geometry properties, as you would in Photoshop with pixel areas. Once selected, users can then extract new shells and unwrap them on the fly. Autoseams Box: Create perfect seams to hard-surface models in a single click. Mouse and Keyboard Customizer: Customize hotkey layouts according to workflow. Fit to grid: Automatically rescale and snap any selection to fit a grid or texels; promotes better texel usage, especially with low-res maps. Extensive Pipeline Support: API support allows the RizomUV C++ Library to be adapted to most professional pipelines and software (available separately). Rizom-Lab will continue to address user requests throughout the year. Current plans include: Better packing tools for stacked shells; an outliner to improve object selection, visibility and the global workflow; and new algorithms to increase the quality of fully automatic UV map generation.
    For a free trial, please visit the company download page.
    Pricing and Availability
    RizomUV is available now for Windows and OS X users in two varieties - RizomUV Virtual Spaces (VS) and RizomUV Real Space (RS). RizomUV VS and RS can be purchased as perpetual licenses or on a monthly, rent-to-own basis. To see all pricing options, including pro and indie licenses, please visit here for RizomUV VS and here for RizomUV RS.

    WilberforceFX
    Final Lens Effects package is now available on the Unity Asset Store. A free Demo (full-featured) is available for download.



    About Final Lens Effects
    The Final Lens Effects package is a collection of image effects for simulating some properties of real camera lens such as depth of field, vignetting and distortion for Unity 5 (5.6 or higher). Package contains following effects:
    - Depth of field effect with polygonal aperture (Bokeh)
    - Bloom effect
    - Vignetting
    - Chromatic aberrations
    - Lens distortion
    - Color Grading
    - Tone Mapping (ACES)
    - Color LUTs Support

    These effects can be used to make your scenes look closer to as if they were captured with real camera and lens - making computer generated graphics look more natural or to achieve the "cinematic look" for cut scenes or in-game. Being very tweakable, the effects can be combined, reordered, customized and overdone to create interesting looks or visual effects.

    khawk
    At this year’s Electronic Entertainment Expo (E3), taking place June 12-14 in Los Angeles, Epic Games will once again bestow the Unreal E3 Awards to highlight outstanding achievements of Unreal Engine developers. 
    Epic is partnering with co-sponsors NVIDIA and Intel to provide each winning team with an NVIDIA GeForce GTX 1080 Ti graphics card and an Intel® Core™ i7-8700K Processor. Judges will evaluate hundreds of Unreal-powered games throughout the show and announce nominees on Thursday, June 14, with winners revealed the following week on Thursday, June 21.
    This year’s award categories aim to highlight a variety of accolades:
    Eye Candy: This award is given to the most visually impressive Unreal Engine game at E3 2018 and rewards the use of leading-edge graphics that push the medium of interactive entertainment forward. Most Addictive: This award is given to the experience that people simply can’t put down. Nominees will make players forget about their surroundings and lead to fun-induced sleep deprivation. Best Original Game: This award is given to the project with huge potential as an all-new IP. Nominees will spark interest not only through gameplay, but through original characters and worlds that are put on full display during E3 2018. Biggest Buzz: This award is given to the project that creates the most talked about moment of E3 2018. From a major game reveal to an undeniably impressive demo or a major twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz. Unreal Underdog: This award is given to the independent team that pushes the limits to achieve an amazing showing for their title at E3 2018. Focusing on not just the product, but the people and process behind it, this award acknowledges a team’s perseverance to make a big splash and stand out from the crowd. To alert the judging panel about an Unreal Engine team’s presence at E3, simply email e32018@unrealengine.com with a brief description or the game or experience, along with details around where it will be shown in or around E3. Epic will respect the confidentiality of any details that are shared. Read more on the Unreal Engine blog.
    Follow @UnrealEngine on Twitter throughout E3, June 12-14, to hear about the nominees and see developer interviews straight from the expo floor.

    khawk
    Amazon announced Sumerian at AWS re:Invent 2017 but today announced its availability to developers. Sumerian is a web-based visual editor that allows creators to develop 2D, 3D, and VR experiences without having to master specialized tools. 
    Experiences can be deployed across multiple platforms without having to write custom code or worry about deployment systems.

    From the announcement:
    Learn more from the Amazon blog here.

    khawk
    Valve has released a new version of the OpenVR SDK. The 1.0.15 release introduces SteamVR Input, allowing users to build binding configurations for their favorite games with any controller, ultimately making it easier for developers to adapt their games more easily to diverse controllers.
    From the announcement:
    Learn more from the StreamVR blog announcement here.

    khawk
    Active Gaming Media Inc. and indie game platform PLAYISM has announced a new collaborative project with KADOKAWA Corporation (CEO: Masaki Matsubara; HQ: Tokyo, Chiyoda-ku) on the latest title in the Maker series: Pixel Game Maker MV. 
    Pixel Game Maker MV is a game creation software that lets you easily create your very own original action games, without any sort of programming skills or specialized knowledge whatsoever. The action games you can create are limited only by your imagination.
     
    The ability to use original materials and resources for character animations, background maps, sound, etc., allows you to create truly unique games. Games can include physics, multiplayer capabilities, particle systems, user interfaces, animations, and more.
    Learn more at the Pixel Game Maker MV website at https://tkool.jp/act/.

    khawk
    Perforce Software, a provider of solutions to development teams requiring scale, visibility, and security along the development lifecycle, announced a new package offer for independent game development studios.
    The package, called the “Indie Studio Pack,” is designed to provide up-and-coming game development studios with the tools they need to plan and version their next game. It includes five free users on both its version control and project management solutions: Helix Core, a long-time industry standard, and Hansoft, an Agile project management tool built by game developers for game developers. Recognizing that independent studios come in many sizes, the package includes special pricing for those needing more than five users.

    The offer comes after real feedback from game developers at the industry’s largest global event — the 2018 Game Developer Conference (GDC)held last February in San Francisco.
    “What we heard at GDC is that indie game developers love Helix Core, which is currently available for free to teams of five or fewer, but they wanted similar access to our Hansoft project management product,” says Nico Krüger, Perforce General Manager. “So, we’ve bundled them together.”
    In a crowded field of project management tools, Hansoft is one that was built by game developers for developers. It’s currently used by AAA studios for its speed, flexibility (it supports Agile and hybrid methodologies), and scalability.
    “[Indie game developers] told us that what they end up doing is using free project management software they find online — and there’s a lot of it these days — but that those tools aren’t really built for game developers,” says Krüger. “They now have access to the same version control and project management tools used by AAA game studios.”
    Visit the webpage for more details about the Perforce Indie Studio Pack.

    RozekEnhance
    Enhance has announced the launch of the EnhanceMyApp podcast where they will talk about valuable tips and advice on how to improve your mobile app in all stages of development and beyond. EnhanceMyApp will be picking the brains of some of the mobile industry’s most successful developers, publishers and service providers, discussing everything from cultivating your first app idea, all the way to generating more installs.
    The first episode of the show will focus on all the phases of building your first mobile game, from start to finish. Indie game developers Damien Crawford and Robert Podgorski join to discuss everything from how game jams can spark your creative juices, to how user feedback should be taken seriously in the development phase.
    Head over to Enhance.co/podcast and subscribe on your preferred listening platform. Enhance also has a Facebook, Twitter, and Instagram as well with the latest updates on the show.

    khawk
    Unity has released the official 2018.1 build and provided it for download.
    As we reported here when we spoke to Unity at the Game Developers Conference in March, the 2018.1 release includes the Scriptable Render Pipeline (SRP) Preview, the new C# Job System and Entity Component System (ECS), a Package Manager, improvements to level design and shaders, and more.
    Watch the video for an overview.
    Scriptable Render Pipeline (SRP)
    The Scriptable Render Pipeline allows developers and technical artists to have the full power of modern GPU hardware using C# code and material shaders. Two render pipelines are being provided with Unity: the High-Definition Render Pipeline for developers with AAA aspirations, and the Lightweight Render Pipeline (LW RP) for those looking for a combination of beauty, speed, and optimized battery life on mobile devices and similar platforms.
    High Definition Render Pipeline (HD RP)
    This modern renderer will support a limited set of platforms: PC DX11+, PS4, XBox One, Metal, Vulkan - no XR. It targets  high-end PCs and consoles and prioritizes high definition visuals., The tradeoff is that HD RP will not work with less powerful platforms, and some learning and re-tooling may be required.
    The renderer is a hybrid Tile/Cluster Forward/Deferred renderer. It features volumetric and unified lighting, new light shapes, and decals.
     
    Lightweight Render Pipeline (LW RP)
    This pipeline is a single-pass forward renderer intended to use fewer draw calls, which is an ideal solution for mobile and performance-hungry applications like XR.

    LW RP has its own process for rendering and requires shaders written with it in mind. 
    C# Job System and Entity Component System (ECS)
    The Entity Component System combined with the Job system allows Unity developers to take full advantage of multicore processors without the programming headache. Developers can use the extra horsepower to add more effects, complexity, and behaviors to their games.
    Level Design and Shaders
    More improvements have been added to help artists, designers, and developers collaborate more efficiently by making it possible to create levels, cinematic content, and gameplay sequences without coding.
    Packages
    Unity 2018.1 builds on the Package Manager introduced in Unity 2017.2 with a new Package Manager User Interface, the Hub and Project Templates, and more to help developers get started faster and more efficiently.
    Unity's goal is to make the toolset more modular where features can be installed, removed, enabled, and disabled quickly and easily.
    Much more is included in the 2018.1 release. Learn more and view all the details at the Unity announcement here.

    NathanAuckett
    DreamHack and Game Jolt will showcase 10 games from this jam at the Game Jolt booth June 1-3, during DreamHack Austin!
     
    DreamHack is the world’s largest digital festival, bringing esports tournaments, BYOC LAN parties, cosplay competitions, music acts, technology exhibitions and panel discussions to all 11 of their events in 6 countries across the globe!
    You too can be a part of it all by entering in this jam!
    Use this thread to find teams and discuss the jam or join us on Discord: https://discord.gg/FA9YgEH
    Visit the Jam Page: http://jams.gamejolt.io/dreamhackaustinjam

    jbadams
    Qualcomm has released a new version of Snapdragon Profiler, the mobile performance profiling tool. The release includes various bug fixes, a new Analysis mode, new Trace metrics across various SoC subsystems, and an experimental feature allowing developers to use the latest profiler updates for graphics profiling without having to update mobile drivers.
    Here are the full release notes:
    Added Analysis mode to view statistics on captured data Added experimental feature allowing applications to use the latest profiling layer (Android N+) Added additional Trace metrics across various subsystems of the SoC Improved context reporting for graphics applications Improved metric calculations for OpenCL applications Improved render target information in Inspector view for Rendering Stages Trace captures Improved overhead performance of graphics profiling layer Fixed 'Used' resource filter not displaying some resources for some graphics applications Fixed crash when toggling Resources view 'Used' and 'Bound' buttons  Fixed crash while performing a Snapshot capture with metrics enabled for some graphics applications Fixed issue where various Realtime metrics kept running after application exit on device Fixed various issues in Snapshot affecting EGL images Fixed issue affecting Snapshot captures that created empty columns in Data Explorer for per-drawcall metrics Learn more and download at https://developer.qualcomm.com/software/snapdragon-profiler/tools.

    danys
    Bluezone Corporation is proud to present 'Alien Planet Ambiences and Sound Effects', a brand-new immersive SFX sound library for immediate download. This inspiring downloadable sample pack offers a wide range of meticulously recorded nature ambience sound effects : immersive rainforest sounds, flowing water and mountain stream sounds, blowing winds and also includes textured night creatures, mysterious alien insects, dark and disturbing animal / organic sounds. 'Alien Planet Ambiences and Sound Effects' has been designed to enhance science fiction, mystery, suspense and fantasy video game and scoring projects. WAV files are provided as 24 Bit / 96 kHz. Like all Bluezone sound libraries, you can inject these inspirational elements into your commercial projects without having to worry about any additional licensing fees.
     
     
    Editor : Bluezone Reference : BC0247 Delivery : Download link Download size : 984 MB Extracted size : 1010 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 113 Total samples : 98 WAV   More information and download : Alien Planet Ambiences and Sound Effects

    khawk
    NVIDIA Nsight Graphics 1.1 is now available. The graphics debugger and profiler provides insights into your application’s operation and optimal performance, and reduces your time spent debugging. Built from the same core features and codebase as Nsight Visual Studio Edition, Nsight Graphics adds several new capabilities.
    Version 1.1 includes the following:
    Implemented support for Vulkan 1.1 Increased support for ID3D12Device2 Increased performance when debugging or profiling D3D11 applications Introduced new metrics in the Range Profiler including warp stall reasons and warp stall cycles Improved Range Profiler metric terminology for clarity Range Profiler now takes DXR workloads into account (requires 397.31 or later) Included several bug fixes and application compatibility fixes Learn more and download Nsight from the blog announcement here.


    khawk
    The Oculus Developer Blog was updated on Friday with a new post from Chris Pruett entitled "Everything You Need to Know to Develop for Oculus Go". The post details Oculus' recommendations for developing Oculus Go apps and details some of the new tools and technical features they've built into the device.
     
     
     
     
    Topics include:
    Gear VR Compatible Recommended Developer Environment Fixed Foveated Rendering Dynamic Throttling 72 Hz Mode Performance Tuning Submitting Apps and Updates for Oculus Go Read the full blog post here.

    khawk
    LunarG has released new Vulkan SDKs for Windows, Linux, and macOS based on the 1.1.73 header. The new SDK includes:
    New extensions: VK_ANDROID_external_memory_android_hardware_buffer VK_EXT_descriptor_indexing VK_AMD_shader_core_properties VK_NV_shader_subgroup_partitioned Many bug fixes, increased validation coverage and accuracy improvements, and feature additions Developers can download the SDK from LunarXchange at https://vulkan.lunarg.com/sdk/home.

    khawk
    Submissions are now open for IndieCade 2018. 
    The first submission deadline is May 28 with submission fees starting at $75 USD. 
    Learn more about submission requirements, fees, and events at https://www.indiecade.com/.
    IndieCade supports independent game development and organizes a series of international events showcasing the future of independent games. It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant. IndieCade's events and related production and publication programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game movement.

    Kjell Andersson
    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux.
    Read more about the Caustics Generator at https://www.dualheights.se/caustics/
     

    khawk
    In the latest CG Garage podcast, Chris Nochols interviews Sebastien Deguy, CEO of Allegorithmic. In the podcast Sebastien discusses the history of Allegorithmic in a refreshing, non-corporate way.
    Recorded at the Vertex Conference in London, Sebastien tells Chris how a single mistake led to the founding of this fast-growing and innovative company, which is branching out into visual effects and architecture, after rising to a state where 95% of AAA games use a Substance product for texturing. He also talks about the little tricks Allegorithmic uses behind the scenes, the future of the software, and even how we can understand the universe through mathematics.
    Check out the podcast at https://www.chaosgroup.com/blog/sebastien-deguy-allegorithmic.

    khawk
    The International Game Developers Association (IGDA) and Plan C Ventures, LLC today announced the 2018 IGDA Game Leadership Summit will be held in Austin, TX on Thursday – Friday, Sept. 13 - 14.
    Featuring a diverse slate of executives who exemplify the best leadership practices in the industry, the global summit is the first-ever event focused on helping individual leaders at all levels within the industry maximize business performance and professional success as they navigate the rapidly changing interactive entertainment field. 
    The announcement follows the release of IGDA’s highly publicized 2017 Developer Satisfaction Survey, citing diversity and job stability concerns across the industry. Informed by the survey’s results, the IGDA is developing a robust agenda designed to help leaders strengthen their individual leadership abilities and keep talent engaged in long-term careers.
    Summit Tracks
    1.   Management Excellence: Managers, executives, business owners and entrepreneurs will learn competencies essential to running smart, effective game businesses, at scales from small team to thousand-plus person studio. From planning ahead for success to navigating risk and positioning for growth, topics include Building Sustainable Teams, What to Consider Before Starting a Studio and Building Strong Partnerships
    2.   Professional Leadership: Game professionals at all stages of their careers and across all disciplines who seek to better manage their careers and acquire leadership skills will learn to improve their decision making, planning and problem solving. Topics include What I’ve Learned in 25 Years in Game Development, Negotiating Fundamentals and Adapting to Change in an Industry Driven by Change.
    “Strong, broad-based business management and professional leadership skills are the cornerstones of a healthy career and an essential foundation of high performance for companies in the interactive entertainment industry,” said Jen MacLean, executive director, IGDA. “With the re-launch of IGDA’s mission to support and empower game developers around the world in achieving fulfilling and sustainable careers, we’re excited to partner with Plan C Ventures to bring this one-of-a-kind program to our members and the worldwide game-development community.”
    (See GameDev.net's interview with Jen MacLean here.)
    Registration is now open. Early bird registration before July 13 is $125 for IGDA members and $200 for non-members.
    The IGDA Game Leadership Summit is guided by an expert advisory board. While most of the speakers and program content will be hand-selected by the board, a call for speakers is also now open. This comprehensive effort will insure a diverse field of innovation and experience for attendees. As a rolling call, speaker submissions are reviewed upon receipt, with the first deadline on April 30, 2018.

    SOSFactory
    Hello developers, 
    my name is Sergio Ordonez from SOSFactory.com, I just wanted to let you know about the release of my Photoshop based Avatar creator.
    A premium, high resolution, high quality, full body cartoon Avatar Creator for male and female characters, fully customizable from the skin color or hair dresses to the clothing. Aimed for game and app developers, suitable for personal use too.
    With SOSFactory avatar system you can create unlimited characters, those are just a small selection: 

    Already available 20 out 40 sets at my website: http://www.sosfactory.com/premium-stock-avatar-creator/
    Feedback and critique is more than welcome!
    Thanks.
    Sergio

    khawk
    Following a successful beta, Allegorithmic last week announced the official release of Substance Plugin for 3ds Max, now available for free. First announced in November, Substance Plugin for 3ds Max brings the professional material creation toolset to artists and designers, with over 20 new updates and a direct link to Substance Source.
    Designed for visualization experts, the new plugin launches with support for V-Ray and Corona, the AEC industry’s leading renderers, as well as the latest versions of Octane and Arnold. The new support comes with automated workflows, which send material data to the user’s renderer of choice at the push of a button. Substance menus have also been added to the design and default layouts of 3ds Max, ensuring a smooth, uninterrupted workflow for artists and designers.
    “This plugin was very much a collaborative effort between Allegorithmic and our community of beta testers,” said Sébastien Deguy, founder and CEO of Allegorithmic. “Thanks to their efforts, 3ds Maxusers can finally participate in the full benefits of the Substance ecosystem, creating and editing photorealistic materials in the most intuitive way possible.”
    Featuring a simplified design and tools that just work, Substance Plugin for 3ds Max streamlines the entire process without sacrificing quality. All materials can also now be sent to a user’s 3ds Maxlibrary, including anything drawn from Substance Source. With over 1,000 materials to choose from, artists and designers can use this tool to do their work faster, dropping readymade 8K materials into their projects outright, or editing for a little extra flavor.
    In the coming year, additional functionality will continue to be added at no cost. Current plans include network/cloud rendering, support for additional third-party renderers and animated Substance support. Additional features will be announced soon.
    A complete list of changes can be found here.
    Pricing/Availability
    Substance Plugin for 3ds Max 2018 is available now for Windows users for free. Substance Source files can be accessed through a Substance subscription; Substance Indie cost $19.90/month, while Pro plans cost $99.90/month.
     

    khawk

    VIVE SRWorks SDK

    By khawk, in News,

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement:
    The SDK includes plugins for Unity and Unreal.
    VIVE also included a few videos worth checking out:
     
     
     
    Learn more at http://developer.vive.com/resources.

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