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    NVIDIA Releases Nsight Graphics 2018.7

    By khawk, in News,

    NVIDIA has announced Nsight Graphics 2018.7 with enhanced Ray Tracing support through Bounding Volume Hierarchy visualization, DirectX Raytracing C++ serialization, increased Vulkan debugging capabilities, Vulkan Pixel History, and an improved GPU Trace.
    Learn more and download here.

    Before the year comes to a close, Allegorithmic has one more treat for its users. Today, the team behind the Substance Suite hands over the reins to CD Projekt Red Senior Environment Artist, Mark Foreman, the creator of a new collection of materials designed exclusively for Substance Source. Each of the 15 original materials comes with a medieval flair, designed to give users everything they need to create anything from a high-res sprawling castle to a weather worn hovel and more. 

    Foreman’s resume includes more than a decade of experience as a gaming artist, including work on the award-winning The Witcher 3 and its equally lauded DLCs, as well as time spent texturing as part of the Black Mesa team. To create this collection, he sought inspiration from medieval structures located around the United Kingdom. He then called upon his skill with Substance tools to design a set of materials that mimic the real-world elements used in medieval construction. Each material can be downloaded and applied directly into a project, or modified using a series of simple sliders to create something completely new.
    “I found myself really digging deeper into Substance Designer than ever before,” said Foreman. “I’m usually more than happy to go and edit the graphs themselves or create parallel branches to get the various appearances I might need, but for this collection I really wanted to make sure that the end users could create the exact look they wanted by using the customizable parameters alone.”
    The Foreman Collection is split into three categories each meant to depict life at different levels of the medieval social stratum. The first grouping, “Peasant Hovel,” contains historically accurate representation of the types of real-world structural materials available to the lower echelons of society. Thatch and old stone assets join wattle and daub, while environmental effects like damage, density and even moss can be added.
    The second category, “Vassal Townhouse,” offers a more middle class look at medieval life, both residential and commercial, including materials created to build taverns, churches and manors. Tudor bricks replace the less expensive earthen composites, and windows – a sign of prosperity in the Middle Ages – can be added and customized to fit frames.
    Finally, the “Crown Castle” section offers everything you’d need to create a home fit for a king – literally. From fairy tale castles to Dark Age fortresses, stone walls can offer a look of opulence or intimidation based on the artist’s needs. A polished wooden palisade could highlight the reality of the inhabitants, or be worn and splintered to suggest a wealthy family in decline. Artists can also include additional touches like tiled columns that would be the envy of visitors, or outposts that can either convey charm or strength based on the each material’s customizable parameters.
    When combined with the vast Substance Source library, the new materials can help to create every aspect of medieval life, down to the most specific details. Artists can also experiment with each material directly within Substance Source without having to commit to a download, thanks to a new in-browser preview.

    “The Signature Series releases were meant to connect artists with Substance users, and it has succeeded in ways we never imagined,” Sebastien Deguy, founder and CEO of Allegorithmic. “Each collection seeks to strengthen the Substance Source library by offering a new style of materials, but they also inspire the community by demonstrating what professionals like Mark Foreman can do.” 
    The Foreman Collection marks the third Signature Series release of 2018, joining the icy, arid and jungle-themed environments created by Bungie’s Daniel Thiger, and the sci-inspired collection from game developer Chris Hodgson. Foreman’s materials also help to expand the ever-growing Substance Source library, which now features over 1,700 ready-to-use, tweakable materials. Additional Signature Series releases are planned throughout 2019.
    Substance Source users can examine the collection right now, and subscribers will have the option to download the “medieval tudor brick” material for free.
    Access to Substance Source is available through a monthly subscription. Subscribers receive 30 Substance Source material downloads per month, along with Substance Designer, Substance Painter and Substance B2M for $19.90 (Indie) or $99.90 (Pro). Professional users and teams can also buy the entire Substance Source library, along with one year of updates, for $4990. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.


    Remograph Releases Remo 3D™ v2.8

    By andek, in News,

    Remograph is thrilled to let you all know that Remo 3D™ v2.8 has been released! This new version of Remo 3D brings support for OpenSceneGraph 3.6.3, a new Preview Animation feature and other various fixes. The full list of new features and improvements can be found in the release notes on our website: www.remograph.com
    About Remograph:
    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, 3D landscapes or virtual reality applications. Remograph is situated in Linköping, Sweden.
    All trademarks referenced are properties of their respective owners.


    Unity 2018.3 Now Available

    By khawk, in News,

    Unity 2018.3 is now available. This release includes more than 2,000 new features, fixes and improvements, all intended to give teams of artists and developers the ability to increase productivity and enrich worlds.
    Key Unity 2018.3 highlights include:
    Improved Prefab Workflows - A highly requested update from Unity users, Prefabs have been improved with support for nesting and improvements to Prefab workflows, making use of Prefabs safer and more efficient to work with.
    Visual Effect Graph (Preview) - Inspired by leading VFX tools for film, this node-based system allows artsts to create stand-out VFX for games and other projects in real-time. It also includes an API for creating custom nodes to meet the needs of advanced creators.
    Updated Terrain System - The new terrain tools are focused on giving developers better performance and improved usability. By shifting operations over to the GPU, creators now have access to faster tools, larger brush sizes, improved previews, and the ability to paint Terrain tile borders with automatic seam-stitching. New tweaks have been made to support the High Definition Render Pipeline (HDRP) and the Lightweight Render Pipeline (LWRP). It’s also backward compatible with the built-in render pipeline and the existing Unity Terrain System.
    FPS Sample Project - At Unite LA, Unity released the FPS Sample, which gives game developers source code access to a connected multiplayer FPS experience. They can download this sample and use it as a starting point to learn how to use the latest technologies such as HDRP, or use it as a starting point for their next connected game.

    We are pleased to announce the release of Matali Physics 4.4. The latest version introduces comprehensive support for Android 9.0 Pie, iOS 12.x and macOS Mojave (version 10.14.x). Latest version also introduces Matali Render 3.4 add-on with normal mapping and parallax mapping based on the distance from the observer as well as other improvements and fixes.
    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.
    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
    You can find out more information on www.mataliphysics.com

    Today Epic announced that throughout 2019 they will be launching a large set of cross-platform game services built originally with Fortnite. These services, built across 7 platforms and tested with over 200 million players will be free for all developers and open to all engines, platforms, and stores. All services will also be operated in a privacy-friendly, GPDR-compliant manner.
    The service will launch with a C SDK providing access to the online services along with Unreal Engine and Unity integrations.
    Services will include:
    Cross-Platform Login, Friends, Presence, Profile, and Entitlements (coming Q2-Q3 2019 to PC, other platforms throughout 2019): Provides the core functionality for persistently recognizing players across multiple sessions and devices; identifying friends; and managing free and paid item entitlements. This will support all 7 major platforms (PC, Mac, iOS, Android, PlayStation, Xbox, Switch) to the full extent each platform allows per-title.
    PC/Mac Overlay API (coming Q3 2019): Provides a user interface for login, friends, and other features in a game-agnostic, engine-agnostic way.
    Cross-Platform Voice Comms (coming Q3 2019 to all platforms): Epic is building a new in-game voice communications service supporting all platforms, all stores, and all engines, which will be available for free. (For developers needing an immediately-available voice solution, check out Discord, Vivox, TeamSpeak, Ventrilo, and Mumble.)
    Cross-Platform Parties and Matchmaking (coming Q3-4 2019 to all platforms)
    Cross-Platform Data Storage, Cloud-Saved Games (coming Q2 2019)
    Cross-Platform Achievements and Trophies (coming Q3 2019)
    Learn more from the Epic blog.

    Organizers of the 19th Annual Game Developers Choice Awards, the premier accolades for peer recognition celebrating the industry’s top games, studios and developers, will be honoring esteemed writer and director Amy Hennig with the Lifetime Achievement Award. The Game Developers Choice Awards ceremony takes place on Wednesday, March 20, 2019 at 6:30pm at the San Francisco Moscone Center during the 2019 Game Developers Conference, and in conjunction with the Independent Games Festival (IGF). The ceremonies are available to attend for all GDC 2019 pass-holders.
    Over the course of more than three decades, Amy has established a multifaceted career in game development, starting with development on the Atari 7800 up to the modern PlayStation 4 platform. Amy’s expertise is as deep as it is varied, with professional experience as a digital artist, animator, game designer and especially in the last two decades, as a writer and director of acclaimed adventure titles with strong narrative and character elements.
    Serving as the creative director and writer of Naughty Dog’s Uncharted game series, her contributions helped that series become one of the most acclaimed and beloved in the modern gaming era. Before that, Amy served as writer and director of the groundbreaking Soul Reaver / Legacy of Kain series at Crystal Dynamics during her more than eight year tenure with the company. Amy has earned countless accolades for her writing from prestigious organizations including the WGA Videogame Writing Awards and BAFTA, the latter of which also rewarded Amy with a Special Award in recognition for her contribution to the video game industry.
    “Amy Hennig is a powerful figure in the game world; her work exemplifies what good game narrative can be, with pathos, humor, suspense and energy. She is truly one of the most influential developers in the games industry,” said Katie Stern, general manager of the Game Developers Conference. “These past accomplishments are just milestones in a career that we’ll be following for years to come, but for one night at the GDCAs, we’ll reflect on the hard work and artistry that makes game developers like Amy the heart of the industry.”
    Previous recipients of the Lifetime Achievement Award recipients include Tim Schafer, Tim Sweeney, Shigeru Miyamoto, Warren Spector, John Carmack, Hironobu Sakaguchi, Hideo Kojima, Sid Meier, Ken Kutaragi, Dr. Ray Muzyka and Dr. Greg Zeschuk and Peter Molyneux, among others.
    The recipients of the Lifetime Achievement are chosen by the Game Developers Choice Special Awards Jury, which includes notable game industry leaders such as Chris Charla (ID@Xbox), Laine Nooney (New York University), Brian Reynolds (Big Huge Games), Brandon Sheffield (Necrosoft Games) and Mare Sheppard (Metanet Software).
    For more information about the 19th annual Game Developers Choice Awards, visit: http://www.gamechoiceawards.com/. For more details on the Game Developers Conference, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/. Both the Game Developers Choice Awards and IGF ceremonies are available to attend for all GDC 2019 pass-holders.

    Lightact has created a new UE4 sample project showcasing Niagara awesome VFX.
    The project is called Stranger Rings and is available for free on the Lightact website together with a detailed tutorial giving step-by-step instructions on how to use it. It uses Lightact's computer vision capabilities together with UE4's real-time rendering.
    Learn more about it here.
    #creativeserver #computervision #opencv #software

    Today Epic Games announced its new online store pioneering an 88/12% revenue split in favor of developers. The store will launch soon with a hand-curated set of games on PC and Mac, and will open up more broadly to additional games and other open platforms throughout 2019.

    The Epic Games store is open to games developed with any game engine, and the first releases span Unreal, Unity and other engines. For games made with Unreal Engine, Epic will waive all engine royalties on revenue generated through the store.

    A unique feature of the Epic Games store is the Support-A-Creator program that connects developers with over 10,000 creators, such as YouTube video makers and Twitch streamers. The Support-A-Creator program rewards creators for bringing exposure to game developers. For more details on the program, visit https://www.epicgames.com/fortnite/en-US/news/support-a-creator-faq.

    "As a developer ourselves, we have always wanted a platform with great economics that connects us directly with our players," said Epic Games founder and CEO, Tim Sweeney. "Thanks to the success of Fortnite, we now have this and are ready to share it with other developers."

    More details on upcoming game releases will be revealed at The Game Awards this Thursday, December 6th. Stay tuned to epicgames.com for more information.

    Embassy of Time
    Do you know who is the most listened to musician on Youtube, perhaps the whole internet? No, not Bieber, Beyonce or that catchy Dispacito thing. No, it's Kevin Macleod. You may not know the name, but go to his website incompetech.com and you will find nearly every background tune from every vlog or amateur video, and plenty of professional ads, too. Very simply, Kevin lets people use his vast library of compositions for their projects, royalty free, and that may have made him one of the biggest assets to amateur creatives since, well, Youtube.
    My thought was, could that be extended to other things? We have royalty free models and code floating around, and game engines and graphics software are moving into open source or amateur-friendly EULAs bit by bit. I want to try to provide something similar for the story side of things. Plenty creative people seem to look for writers to write stories for their games, comics, whathaveyou. Why not do it like Macleod and create a story universe for people to freely use?
    So I created Embassy of Time... a few years ago. Yeah, life ain't easy, and things take time. But I recently finished the second draft of the first (free) big story, one that stretches across time and space, and across genres, from spy thriller to occult cyberpunk to historical intrigue and more. Hint: It's about time travel.
    While I work on the next major draft, the second one is currently here. It's a story about how a young girl in a small town gets entangled in a war across time and space, and the second draft is close enough to the final story that I feel like reaching out to other creatives about it. Need a background story for your historical RTS? Have Embassy factions duke it out and focus on your programming rather than scouting for affordable writers. Got a space horror FPS style you want, but need a backdrop for it? The first chapter is set at the destruction of Earth as dark forces descend on the galaxy. Need a story setting for spies to chase a McGuffin in a mystery game? There's... well, you get the idea.
    This is something I have never seen really attempted before. Shared writing universes, yes, but I am designing this universe and its stories specifically to help new creatives have something to build on (which, btw, includes writers; people can write stories based on this, if they want). If you want a free and deep background story for your game or other project, one that ties it subtly (or not so subtly!) to a bigger, (hopefully soon) recognizable story universe, let me know, I will work with you and learn what I can do to suit the third draft even better to people's needs.
    Sincerely, Henry.

    NVIDIA has announced a christmas present with the release of PhysX SDK 4.0 later this month, open sourced under the 3-clause BSD license. The big technical change in the physics engine appears to be the temporal Gauss-Seidel solver, enabling faster and more robust handling of contact points and constraints.
    For full details, please see https://news.developer.nvidia.com/announcing-physx-sdk-4-0-an-open-source-physics-engine/


    RenderDoc 1.2 Released

    By khawk, in News,

    RenderDoc 1.2 has been released. The new release of the open source graphics debugger adds support for a number of new features, including:
    Improvements to shader edit and replace Geometry/tessellation output on Vulkan Persistent python API with access to all UI functions Support for Oculus VR end of frame markers Support for a number of Vulkan extensions and more View the full feature and bug list at the RenderDoc release page on Github: https://github.com/baldurk/renderdoc/releases/tag/v1.2


    Do you have experience working on mobile games? GameDev.net needs your input on this survey for Improbable as they look to develop their mobile offering. For your help we'll give you one free month of GDNet+ and we're giving away twenty $25 Amazon Gift Cards.
    We will need your email to identify your GameDev.net account, so please provide your email address if you want to claim your free month of GDNet+ and be entered into the Amazon Gift Card drawing.
    Click here to take the survey.
    Win a $25 Amazon Gift Card!
    We will randomly pick 20 $25 Amazon Gift Card winners from all participants who enter their email and take this survey. See full Survey Rules here.
    Your privacy is completely guaranteed. Your email is only used to contact you if you win a gift card. No personal information is associated with your entry.
    Learn about Improbable
    We're featuring an interview with Improbable about their SpatialOS GDK for Unity launch. Click here to view it.
    Haven't heard about SpatialOS? Learn more about it here.
    Click here to take the survey.

    After over 5000 game developers participated in last year’s event, the 3rd edition of the yearly community-sponsored Christmas event for Unity game developers organized by Unity Asset Store publisher Devdog has attracted over 50 sponsors providing a combined 1000+ prizes, upping the prize-pool from last year’s $35,000 to over $3000,000.
    Throughout the event-period, participants will have a daily chance at grabbing one of the game development tools up for grabs, and as a bonus this year, every participant will receive a copy of VisualDesignCafe’s popular Nested Prefabs Unity-tool too.  
    The Christmas event starts Dec. 1st and runs until Dec. 25th, each day seeing more and more presents added to the daily gift pool.
    Among the many sponsors of the Christmas event are industry powers such as Nordic Game Jam, PocketGamer Connects, and a whole sleeve of the best-selling Unity Asset Store publishers, with GameAnalytics acting as a promotion partner.
    “We’re proud to see over 55 industry partners come together to give the game developers who make the games we all love to play a chance at winning an early Christmas present,” said Devdog co-founder, Sune Thorsen.  
    The Devdog Unity Christmas Calendar event is free to participate in and available now. To learn more, visit http://christmas.devdog.io.

    Keith Boshoff
    Hi all,

    I've just released Grease Pencil for Unity, a scene and object annotation tool.

    You can use it to plan out levels, create stand-in art, leave notes for level designers and a whole bunch of stuff I haven't even thought of yet.
    Basic features
    Create one or more Grease Pencil canvases per gameObject. Each canvas can have multiple layers with different rendering options Process your strokes with experimental tools like Smooth, Tighten and Optimize Grease Pencil will even render in your game scene and can be used as final artwork. Because canvases are attached to gameObjects, Grease Pencil is compatible with prefabs.  
    Get Grease Pencil here
    v1.1 (PREVIEW) - Added modifier stack with Smooth, Tighten, Optimize, Normalize, Sketch and Connect modifiers, more to come.
    Scatter objects along grease pencil strokes Edit / Sculpt strokes Variable stroke width Grease Pencil to Geometry: create vines, pipes, hoses, viper pits. (Combine with scatter for cool effects) Post-stroke modifiers (smooth, tighten, noise) Stroke processors (lazy mouse, coil, etc.) Non-destructive layer modifiers (smooth, tighten, optimize, noise, etc.) Bluesky Roadmap
    Draw in UI space, ie. draw UI elements (including 9-slice like support), make UI wireframes, etc. Text support - Instead of writing type and premade (or custom!) glyphs will be baked down to grease pencil strokes. Textured Strokes - Stretch a texture along each stroke Run-time drawing and saving Let me know what you think.


    Le Sound supports Creative Commons license content creation by introducing AudioTexture Free which allows using Freesound database with a built-in browser. 
    AudioTexture Free is the free version of AudioTexture plugin which loads and processes contents from Freesound. A dedicated browser interface has been designed for an integrated workflow to use Freesound content with AudioTexture. You can search with filter/sorting criteria and preview right in the browser. The browser displays the most essential information about the sounds and allows double-click to directly load into AudioTexture synthesizer. AudioTexture Free will accelerate your workflow to create more content.

    SoLoud audio engine 2018119 has been released, and available at http://soloud-audio.com
    SoLoud is an easy to use, free, portable c/c++ audio engine for games.
    First release after 2 year burnout hiatus Hilights: FLAC, MP3 and various wav file formats through dr_flac, dr_mp3 and dr_wav Split SDL and SDL2 dll backends due to SDL2 doing stupid things unless told not to Removed modplug, added libmodplug dll interface Loop point support for all audio sources Wav files can now load from raw data Multi-speaker support Queues Many new small examples Piano demo now has padsynth Sanity test: over 200 tests to check if changes break playback Asserts playBackground helper interface to play audio without panning countAudioSource call to see how many instances of an audio source are playing PS Vita homebrew platform support Wave shaper, robotize filters Added more options to speech synth playback Removed many dynamic allocations Switched FFT implementations (again) Countless bug fixes and tweaks

    Today, Allegorithmic announces Substance Painter’s third update of 2018, including a complete overhaul of the engine that has helped make the texturing tool an industry leader. From large-scale VFX scenes to high-quality mobile projects, the Substance Painter Fall Update improves performance across the board while simultaneously lowering the hardware requirements for all users.

    In order to handle large amounts of data without a drop in performance - an increasingly common requirement for VFX professionals and anyone working with massive scenes - the Substance Painter engine has been rewritten to incorporate Sparse Virtual Textures (SVT), a method of simulating large textures using less texture memory. The new memory and management system will allow for up to 300 tiles running at once, moving Substance Painter one step closer to its inevitable goal of unlimited UV tiles support. And while the new engine can easily handle massive scenes, projects of all sizes will benefit from an immediate increase in speed and ease of use.

    The Fall Update also brings with it new tools for mobile users, including a 2D viewport exporter designed to increase the possibilities for mobile games. High-quality PBR shaders can now be baked into a single high-resolution texture, before final exportation into an artist’s game engine of choice. Using dithering, artists will also be able to remove artifact or banding issues in their 8-bit exports, ensuring solid normal maps up and down the creation process.

    “Our goal isn’t just to have the best features, it’s to make sure our users have the best experience – even if that means completely rewriting an engine that has served us well for years,” said Allegorithmic founder and CEO Sebastien Deguy. “Hardware should never be a limiting factor, so Substance Painter helps them do more with less.” 

    The Substance Painter Fall Update also introduces a host of user-requested additions, beginning with an updated Baked Lighting filter, capable of presenting environment maps that are near-perfect copies of a PBR shader. Environmental maps can now be rotated horizontally and vertically, and artists no longer have to manually account for painted details on the normal and height channels. New anisotropic patterns have also been added to help create anisotropic patterns.  

    Additional feature sets include:
    Viewport Improvements
    Mipmapping – Textures now use mip-maps to avoid flickering on noisy surfaces. New Anisotropic Shader – New anisotropic highlights can help create realistic hair, satin, brushed metal, and glossy reflections using native Iray support. New Temporal Anti-Aliasing – New anti-aliasing methods ensure smooth edges at all times; automatic smoothing of dithering effects caused by sub-surface scattering or transparency shaders. Updated Clearcoat Shader – Adds control over coating thickness and roughness; Iray parity with new MDL shader automatically applied when selected. Symmetry and Layer Stack Improvements
    Deactivating Multiple Layers – Multiple layers can be clicked and dragged vertically through a stack; blending modes can be scrolled through by hand or mouse. Enhanced Symmetry Tool – Introduces ability to move the axis freely using a 3D Gizmo or within the Symmetry panel; Symmetry plane now displays as an intersection. Layer Stack UI and UX – New color swatch system allows for easy assignment and differentiation of folders and layers   Black Friday/Cyber Monday Deal
    Allegorithmic will also be participating in Black Friday and Cyber Monday, with a sale aimed at new users. Beginning on Friday, November 23, first-time Substance users will receive a 33-percent discount on annual subscriptions, which includes Substance Painter, Substance Designer, the Substance Source material library and the upcoming AI-powered Substance Alchemist. The discount will last until November 26, making it an ideal gift for friends and family interested in digital design. 
    The new update to Substance Painter is available today. Following the 30-day trial period, individual users will be able to subscribe to the Substance Indie or Pro plans. Substance Painter is also available for individual-license purchase, which includes 12 months of maintenance. Excluding the Black Friday deal, Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.

    Kjell Andersson
    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

    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 .

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