Jump to content
  • Advertisement

  • khawk
    Registration is now live for Develop:Brighton (@developconf), with delegates able to save as much as
    £325 on a three-day Super Early Bird pass bought on or before 25 April at www.developconference.com.
    Develop:Brighton, Europe’s leading game developer conference and expo, will consist of eight tracks:
    Design; Art; Audio; Business; Coding; Evolve; Indie and Discoverability across a new three day format
    with the expo open on Wednesday and Thursday.
    The deadline for speaker submissions closes on Wednesday 14 March with the first round of speakers
    announced by the end of March. 2017 speakers included Brenda Romero (Romero Games), Ethan Evans
    (Twitch), Graeme Devine (Magic Leap), Alex Moyet (Curve Digital), Karen Stanley (Ubisoft), Mark Turpin
    (Yogscast), John Romero (Romero Games), Rob Whitehead (Improbable) and Tetsuya Mizuguchi
    (Enhance Games).
    Readers of GameDev.net can receive an extra 10% on all rates using code: DATHUT.
    Develop:Brighton is a three-day conference and expo taking place at the Hilton Brighton Metropole
    from Tuesday 10 to Thursday 12 July 2018.
    For more information about how to submit a session or to register for Develop:Brighton 2018 visit
    www.developconference.com.

    khawk
    Epic Games will be at GDC 2018 to support the explosive growth of the Unreal Engine community with more content and learning material than ever before. Along with a booth at #423 South, Epic Games will be taking over the Yerba Buena Center for the Arts Theatre on Wednesday, March 21st for the annual "State of Unreal" opening session and a full day of programming offering a deep dive into the latest Unreal Engine developments. Visit http://unrealengine.com/gdc2018 for a preview of where Epic will be throughout GDC.
    State of Unreal -- Epic's annual opening session will be open to the media and all GDC attendees with an Expo Pass Plus or higher. While we can't reveal details quite yet, there will be many surprises along with presentations from Epic Games Founder and CEO Tim Sweeney and CTO Kim Libreri, Unreal Engine licensees, partners, and special guests. Please note our new location for the GDC 2018 presentation, Yerba Buena Center for the Arts Theater, 700 Howard Street in San Francisco (adjacent to Moscone Center) on Wednesday, March 21st from 9:30-10:30AM. The presentation will be streamed online via the Unreal Engine YouTube, Facebook and Twitch channels. We are taking media RSVPs.
    Unreal Engine Sponsored Sessions -- Join us for a full day of programming with sessions running from 11AM through to 6PM PST at the Yerba Buena Center for the Arts Theatre. These sessions will cover topics ranging from cinematic lighting in Unreal Engine, and creating believable characters in Unreal Engine, to optimizing Fortnite: Battle Royale and programmable VFX with Unreal Engine's Niagara. More information about these sessions is available online; the content will also be livestreamed to /Unreal Engine on YouTube, Facebook and Twitch.
    Unreal on the Expo Floor - Stay tuned for more details on this year's dedicated space on the GDC expo floor for showcasing dozens of exciting new games developed with Unreal. Visit for opportunities to play the latest titles, chat with the developers behind them, and connect with recruiters looking to hire Unreal Engine talent!
    Unreal Engine Partner Sessions -- From a look at the making of ILMxLAB's location-based VR experiences including the Oscar-winning "Carne y Arena" and "Star Wars: Secrets of the Empire" to a breakdown of how Ninja Theory's small team of 20 delivered AAA quality with "Hellblade: Senua's Sacrifice", GDC full-pass holders will have access to an incredible range of educational programming from some of the top creators across games, AR/VR and VFX. A complete list of GDC sessions is available online.
    Unreal Engine Technical Sessions -- GDC 2018 sessions offer an incredible range of UE4 educational opportunities from the latest techniques in photorealistic virtual humans, to bridging the gap between UX principles and game design to developing the art of Fortnite to Fortnite's unconventional launch, creating VFX in VR and much more! Unreal Engine GDC Education Summit -- A full day of programming will be offered on Tuesday, March 20 at the Four Seasons Hotel & Residences in San Francisco. This event is open to educators for free and will offer many new learning resources directly from the Unreal Engine education team covering topics including technical art, using Blueprints to teach programming, an introduction to Datasmith, rendering masterclasses, an introduction to the new Niagara VFX editor and more. Advance registration is required; space is limited.

    Dafu
    FES Retro Game Framework is on a 100% sale on the Unity Asset Store until March 13th!
    FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portability, and the ease of deployment that Unity provides, but does away with the Unity Editor interface in favour of a traditional game loop, and code-only development.
    Features:
    Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Rendering to and from offscreen surfaces with custom sizes Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Custom shader support Sound and Music APIs Simplified Input handling Optional wide and tall pixel support Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Supports an amazing variety of platforms, courtesy of Unity A live WebGL demo of FES can be found at: https://pixeltrollgames.itch.io/fes
    FES can be found on the Unity Asset Store here: https://www.assetstore.unity3d.com/#!/content/102064 


    Vik Bogdanov
    DMarket, the world’s first blockchain-based marketplace for trading in-game items, announced today a partnership with Unity Technologies, creator of the world’s most widely-used real-time 3D development platform. The partnership allows any Unity-based game to easily connect to DMarket blockchain and make in-game assets available for virtual trading and exchange. The partnership also makes it possible for gamers to connect their game account to DMarket, create their assets inventory on DMarket and start trading, while keeping track of all relevant transactions.
    DMarket’s API is a ready-to-use solution for giving value to any digital item — whether it is armor, sword, gems, or other items — as well as item monetization. It enables any Unity game to generate in-game items on DMarket blockchain, withdraw them to a user account on DMarket, and migrate them back to the game. Gamers can manage items and withdraw them from game account to DMarket without leaving the game.
    Games and experiences made with Unity have reached more than 3 billion devices worldwide in 2017 and were installed more than 20 billion times in the last 12 months.
    About DMarket
    DMarket is the first and only blockchain project in gaming with a live 1.0 version of the marketplace and blockchain. DMarket aims to unlock a new gaming economy cluster worth of over $450 billion and make virtual items trading available for more than 2.3 billion gamers worldwide. See more at www.dmarket.com
    About Unity Technologies
    Unity Technologies is the creator of real-time development platform used to create rich interactive 2D, 3D, VR and AR experiences. Unity’s powerful graphics engine and full-featured editor serve as the foundation to develop beautiful games or apps and easily bring them to multiple platforms: mobile devices, home entertainment systems, personal computers, and embedded systems. Unity Technologies serves millions of registered developers including large publishers, indie studios, students and hobbyists around the globe. For more information, visit www.unity3d.com

    khawk
    The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the release of the Vulkan® 1.1 and SPIR-V™ 1.3 specifications. Version 1.1 expands Vulkan’s core functionality with developer-requested features, such as subgroup operations, while integrating a wide range of proven extensions from Vulkan 1.0. Khronos will also release full Vulkan 1.1 conformance tests into open source and AMD, Arm, Imagination, Intel Corporation, NVIDIA and Qualcomm have implemented conformant Vulkan 1.1 drivers. Find more information on the Vulkan 1.1 specification and associated tests and tools at Khronos’s Vulkan Resource Page.
    “With enhanced developer tools, rigorous conformance testing and the public Vulkan Ecosystem Forum, Khronos is delivering on its goal to develop a complete and vibrant Vulkan ecosystem,” said Tom Olson, distinguished engineer at Arm, and Vulkan Working Group chair. “Vulkan 1.1 is a response to prioritized industry requests and shows our commitment to delivering a functional roadmap driven by developer needs.”
    Vulkan 1.1 will drive increased industry momentum for this new-generation, cross-platform standard for explicit control over GPU acceleration. Vulkan now ships natively on almost all GPU-enabled platforms, including Windows 7, 8.X, 10, Android 7.0+ and Linux, plus Khronos recently announced open source tools to enable Vulkan 1.0 applications to be ported to macOS and iOS. Vulkan has widespread support in leading games engines including Unreal, Unity, Source 2 from Valve, id Tech, CroTeam’s Serious Engine, CryEngine, and Xenko. Vulkan is being used in over 30 cutting-edge games on diverse desktop and mobile platforms, including Doom, Quake, Roblox, The Talos Principle, Dota 2, and is the exclusive API used in AAA titles such as Wolfenstein II and Doom VFR.
    New functionality in Vulkan 1.1 includes Subgroup Operations that enable highly-efficient sharing and manipulation of data between multiple tasks running in parallel on a GPU. Vulkan 1.1 also enables applications to perform rendering and display operations using resources that they cannot access or copy - for secure playback and display of protected multimedia content.
    In addition, a wide range of Vulkan 1.0 extensions have been integrated, bringing significant proven functionality into core Vulkan 1.1, including: simultaneous rendering of multiple image views, use of multiple GPUs in a single system, and cross-process API interoperability for advanced rendering and compositing operations often used in demanding applications such as Virtual Reality. These core functionalities also include advanced compute with 16-bit memory access, and support for HLSL memory layouts, and display, processing and compositing of video streams, through direct sampling of YCbCr color formatted textures produced by many video codecs.
    Integral to the release of Vulkan 1.1 is the new SPIR-V 1.3 specification that expands the capabilities of the Vulkan shader intermediate representation to support subgroup operations and enable enhanced compiler optimizations. The SPIR-V tools ecosystem continues to gain significant momentum with front-end compilers for both GLSL and HLSL, and to expand low-level tooling support from the open source SPIRV-Tools project.
    “We are excited to see the progress developers have made with the SPIR-V standardized IR. Developers are using the shader language of their choice and a variety of open source compilers to ship their games and applications. The Vulkan tools and ecosystem is evolving rapidly.” said David Neto, Shader compiler team lead at Google.
    Open source Vulkan development tools continue to evolve alongside the specification. For example, the LunarG Vulkan SDK and tools layers have been upgraded to support Vulkan 1.1, including the Vulkan Layer Factory (VLF) to enable rapid layer development, the Device Simulation Layer to simulate target device capabilities, without requiring actual physical hardware and the new Assistant Layer to guide developers to best practices and to highlight potential application problems. In addition, the RenderDoc frame capture and introspection debugging tool has added full native Vulkan support on Android with help from Khronos members, and improved support for displaying SPIR-V disassembly using SPIRV-Tools and high-level languages through the SPIRV-Cross cross compiler. RenderDoc has also been upgraded to expose native disassembly and profiling information for vendors who support it, and to support the external memory features that now form a core part of Vulkan 1.1.
    To encourage the collaborative evolution of the Vulkan ecosystem, Khronos has created the public Vulkan Ecosystem Forum to share issues and opportunities, and to coordinate cooperative solutions. The aim of the Forum is to respond to developer feedback and foster cross-functional discussions and engagement between users, tools developers and API designers. Join the conversation at Vulkan Ecosystem on GitHub.
    Industry Support for Vulkan 1.1
    “AMD is very excited about the release of the Vulkan 1.1 specifications. This new iteration of the industry standard builds on its strong foundations and expands its reach by making the API more accessible to developers. New Vulkan 1.1 features such as subgroup access in compute shaders enable console-like optimizations that will empower developers to exert more control on the GPU than ever before,” said Andrej Zdravkovic, corporate vice president of software, AMD. “Vulkan also enriches its connectivity with other APIs by supporting interop operations, and finally enables first-class support for multi-GPU and VR systems. AMD believes that this major upgrade to the API will delight the existing Vulkan community and continue to broaden the user base.”
    “The new additions in Vulkan 1.1 are a game changer for Vulkan,” said Andrew Richards, CEO of Codeplay Software. “In particular the new subgroup functionality will make a huge difference to our low power, high performance deep learning work.”
    “Continental is delighted to see how Vulkan continues to move graphics technology forward,” said Dr. Ulrich Kabatek, principal expert graphic systems & 3D visualization at Continental. “We appreciate the improvements it offers for more integrated automotive systems and latency critical applications like augmented automotive clusters.” 
    “As a major contributor to the Vulkan API, Imagination is pleased to see the next evolution of the API in Vulkan 1.1. The new specification offers new ways to exploit GPU parallelism and support for protected content - enabling advanced video processing in Vulkan for things like VR Cinema,” said Graham Deacon, vice president of PowerVR Marketing at Imagination. “We are amongst the first vendors to have a conformant Vulkan implementation, with all of our existing Vulkan-capable GPU IP able to support the new 1.1 standard. The new subgroup and protected content features are fully available in many of our newer cores.”
    “Intel is committed to open source driver advances for high performance graphics. Vulkan 1.1 is certified on the latest four generations of Intel® Core™ processors, further developing support for virtual and mixed reality,” said Imad Sousou, corporate vice president and general manager of the Open Source Technology Center at Intel Corporation.
    “Vulkan is vital to NVIDIA’s business as it enables developers to get the best from our GPUs across a wide range of platforms,” said Dwight Diercks, senior vice president of software engineering, NVIDIA. “Our Vulkan 1.1 drivers, with full subgroup functionality, are available for Windows, Linux, and Android on the day of the specification launch. We will continue to take a leadership role within Khronos to ensure Vulkan evolves to meet the needs of developers and the wider industry.”
    “Vulkan is enabling high fidelity games to make the most out of the capability in mobile, with great titles like Honor of Kings from Tencent running across many Galaxy devices” said Taeyong Kim, VP of Graphics at Samsung Electronics. “Vulkan 1.1 builds on this, adding functionality for VR gaming and 360 video that will enable immersive content on mobile products and VR headsets.”
    “In our non-gaming business, Vulkan 1.1 is a key factor for our success,” said Norbert Nopper, founder of UX3D, “The possibility to utilize simultaneous rendering and multiple GPUs by default does help us to further optimize our engine.”
    "VeriSilicon has adopted the latest industry standard low-level GPU API Vulkan 1.1 and is committed to support Vulkan 1.1 across our OpenGL ES 3.1/3.2 class GPUs," said Wei-Jin Dai, executive vice president of VeriSilicon and general manager of VeriSilicon's IP Division. "We are glad to see the new functionalities of Vulkan 1.1 API, the multi-GPU support, the premium content protection, and the advanced compute functionality, etc. to unleash the tremendous potential for a new generation of Vulkan applications. We are particularly excited about the opportunities the Vulkan 1.1 brings to the automotive customers to have fine-grained control over graphics quality of service and highly desired security levels and features.”
    "Vulkan 1.1 and SPIR-V 1.3 are another step in providing better support for compute, as it adds subgroups, 16-bit numbers and a restricted form of pointers", said Vincent Hindriksen, managing director of StreamHPC. "Adding this to the strong industry support for Vulkan and the recently launched portability project, this allows more types of compute-kernels to be run on more platforms.”
    More Information
    More information on Vulkan is available at https://www.khronos.org/vulkan/
    All Khronos open source projects are available here: https://github.com/KhronosGroup

    Burning
    Game Eye 2D is a component-based orthographic camera extension for unity that tracks 2D environments. Included are scripts that help you track 2D environments. When set up, the camera will follow objects in your scene or zoom to fit them all, or use input from the player to track the scene, etc.
    Link: https://github.com/JasonHein/Game-Eye-2D

    khawk
    All talks from the first Power Up Digital Games Conference held in the summer of 2016 are now available for streaming or download on GameDev.net.
    Over 20 speakers, including Rupert Meghnot, Gregory MacMartin,  Rusel DeMaria, Billy Joe Cain, and Kate Edwards, discuss marketing, project management, career management, and working in the games industry.
    Audio from the talks are available from GameDev.net's event coverage at https://www.gamedev.net/industry/power-up-digital-games-conference/. Audio can be streamed from the website or downloaded in mp3 format. Some talks also include slides or supplemental material.
    In the coming days and weeks more talks will be posted from PDGC II and PDGC III.
    What is the Power Up Digital Games Conference?
    The Conference is to be able to educate and inspire new developers, indie developers, aspiring game testers, or anyone willing to listen to words of wisdom among the industry.
    No travel, no hotels, no need to leave the house. Since it’s on Discord, you can attend via your computer or your smart phone. It’s not often you can attend a Conference in your jammies.
    Learn more at https://pdgconf.com.
     

    khawk
    The Khronos™ Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces that the Vulkan® Working Group’s Portability Initiative has been working with Khronos members Valve, LunarG, and The Brenwill Workshop to enable Vulkan applications to be ported to Apple platforms. The Vulkan Portability resource page links to a collection of free and open source set of tools, SDKs, and runtime libraries to enable Vulkan development on macOS and deployment on macOS and iOS platforms. Valve is extending Dota 2 using the Vulkan tools on macOS to achieve significantly higher performance than native OpenGL® drivers. Vulkan support for Dota 2 on macOS will be released in the coming months as a free update.
    “We have been running substantial production loads through the Vulkan tools on Mac, including Dota 2 which is now running faster than the native OpenGL version,” said Pierre-Loup Griffais at Valve. “These efforts are aimed toward reducing development and porting costs for any developer supporting multiple platforms.”
    The Khronos Vulkan Portability Initiative continues to refine and define a universally portable subset of Vulkan 1.0 that can be run at native performance levels over Metal and DirectX 12 drivers. Released into open source today is the MoltenVK library from The Brenwill Workshop, which translates calls within the Vulkan portable subset to underlying Metal calls on macOS and iOS. MoltenVK uses the open source SPIRV-Cross cross-compiler to translate Vulkan shaders into underlying native code formats. MoltenVK is being made freely available for all developers, with no fees or royalties needed to ship commercial applications.
    “With MoltenVK, we've worked hard to bring a consistent Vulkan-based API to macOS and iOS while maintaining the performance improvements required by modern game developers," said Bill Hollings, President of The Brenwill Workshop.
    Also available today is the open source LunarG Vulkan SDK for macOS on LunarXchange, which enables developers to build, run, and debug their Vulkan applications on the Apple Mac platform. The LunarG SDK for macOS provides loader and validation layers, which allows programmers to check their code for correct API usage. LunarG will continue to evolve the macOS SDK to add additional tools and features.
    “Running Vulkan applications on Apple platforms has been the number one request from developers and today’s release of the MoltenVK runtime and LunarG macOS SDK brings that capability to life,” said Neil Trevett, VP NVIDIA and Khronos Group President. “Developers are invited to download the open source Vulkan Portability tools today and provide feedback via Vulkan Ecosystem GitHub Issue. The Vulkan Portability Initiative will continue to strengthen the infrastructure and tooling around bringing Vulkan capabilities to multiple Metal and DX12 platforms - our long-term goal is to enable portable Vulkan code to be executed on any platform that developers care about.”

    khawk
    GameDev.net has announced its latest GameDev Challenge: Multiplayer Pac-man.
    GameDev Challenges are designed for developers to create a small game in a one or two month period. The experience is intended to help beginner developers learn more about game development while offering more experienced developers an opportunity to test their creativity.
    With Multiplayer Pac-man, developers are challenged to create a multiplayer Pac-man clone where the gameplay requires 2 or more players to compete or work together in Co-op mode to eat pellets and ghosts. Of course, some creative liberty is allowed with the Pac-man characters, style, and look-and-feel, as long as the game captures the spirit of Pac-man.
    View the full details below or the thread at 
     
    Multiplayer Pac-man Challenge
    Your challenge is to create a multiplayer Pac-man clone. See the Requirements for more information.
    The 2-month challenge seems to be a reasonable time to allow more people to participate, so we're going to stick with that duration.
    Create an exact replica with multiplayer gameplay or add your own modifications and improvements!

    From Wikipedia:
    Game Requirements
    2+ player board - Choose one or more games modes - local multiplayer, networked multiplayer, and/or AI players Team play? Vs play? Both? You decide. The game must have: Start screen Player selection Score system for appropriate mode (winner in Vs mode or team total in Team mode) Sound effects Graphics representative and capturing the spirit of a Pac-man clone One or more levels Gameplay mechanics and mazes in the spirit of Pac-man - the game does not need to be an exact clone, but it should be obviously in the Pac-man spirit Art Requirements
    The game may be in 2D or 3D Players must be clearly identified Duration
    February 2, 2018 to March 31, 2018 (expires when all world timezones are April 1)
    Submission
    Post your entries on this thread:
    Link to the executable (specify the platform) Project Create a GameDev.net Project page through your Developer Dashboard (Profile menu -> My Project Dashboard). Post the link here to embed in your post. Screenshots Create a GameDev.net Gallery Album for your Project and upload your screenshots there - or use the Projects interface to do the same. Post the link in the thread and your screenshots will be automatically linked and embedded into the post. Same with YouTube or Vimeo trailers. A small post-mortem in a GameDev.net Blog, with a link posted in this thread, is encouraged, where you can share what went right, what went wrong, or just share a nifty trick Source-code link is encouraged for educational purposes. GitHub or downloadable source code through your GameDev.net Project page. Award

    Developers who complete the challenge in the specified time frame will receive the Multiplayer Pac-Man Challenge medal, which will be visible in their profiles.

    khawk
    The European market for VR, AR, and MR is competing with those in the US and Asia, according to a new report by VR Intelligence and SuperData.
    With the help of industry experts from Epic, KLM and nDreams, the free report explores the biggest opportunities for driving mass adoption on the content, across consumer and enterprise.
    The white paper features:
    Front line insight from senior leaders @ Unreal Engine, KLM and nDreams + brand new data from SuperData Exclusive details on growing and emerging projects in the European market The reasons businesses are (or are not) focusing on the European market Details on which leading companies are driving the European market and why they are ahead The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3.
    Jasmine Kees, Project Director at VR Intelligence, said, “With this report, we’ve tried to give both a quantitative and qualitative overview of the European VR, AR and MR market. It’s encouraging to see these figures from SuperData, particularly when backed up with such positive words from Epic, KLM and nDreams, gearing us up nicely for VRX Europe in Amsterdam this May”.
    The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3.
    For more on VRX Europe 2018 (Amsterdam, May 17-18): http://events.vr-intelligence.com/europe/.

    khawk

    Godot 3.0 Released

    By khawk, in News,

    After 18 months of development, Godot 3.0 has been released. A sample of new features include:
    New physically based renderer New asset workflow GDNative framework for extending Godot through external libraries without recompilation Mono/C# support Visual Scripting GDScript improvements New audio engine VR support Bullet Physics backend New networked multiplayer API Rewritten export system IPv6 support WebAssembly and WebGL 2.0 support New editor theme and customization Auto-tiling in tile maps Improved flat style box Font oversampling Custom hardware cursor Improved 3D editor viewport Console support And more.. View the full feature list and details from the Godot 3.0 announcement.

    RozekEnhance
    The 2018 Game Developer Conference is right around the corner, and the week of GDC is always an exciting time to gather, learn, and share a pint with new friends within the game industry. This year, Enhance will not only have a booth on the expo floor (come say hi), but we’ll also be co-coordinating the annual Indie Giving charity event with FGL and the official GDC organizers! It’s a great event in its 8th year that lets indie game developers roll up their sleeves for something other than locating a pesky bug. It’s all about giving back to a local organization in need. Click here to visit the Indie Giving site.
    What You Get
    If you sign up for the Indie Giving package, which costs $349, you’ll get:
    1 Indie Games Summit pass, which gets you access to many sessions and lectures, as well as access to the Expo hall. Charity event participation (March 18), with lunch. Some awesome swag. Indie Giving is supported by sponsors, so as financial backing continues to come in, we’re able to increase the value of this package from where it stands currently.
    The volunteer work is fulfilling in and of itself, but it’s not all work and no play. The occasional frisbee gets stuck in a tree, a bad programming joke or two is told, but this is also a great time to mingle with fellow game developers and industry experts. There’s no shortage of like-minded people to bounce ideas off of, have test your game, get advice from, or simply to have a beer afterward with.
    Spreading The Love
    In association with our volunteering, we will also be donating to the organization we end up working with. The remaining money from Indie Giving pass purchases will be donated to Charity: Water, a non-profit organization bringing clean and safe drinking water to people in developing countries.
    We look forward to seeing you at GDC and Indie Giving!
    Sign up for Indie Giving here.

    danys
    Bluezone Corporation releases 'Cargo - Spaceship Sound Effects', a new sci-fi sample library covering a wide range of elements including cockpit and interior ambiences, interface and beep sounds, reactor rumbles, spaceship passby sounds and more. Created with a large selection of high quality recordings and then meticulously layered, this downloadable sample pack will enhance your creative potential with as many as 138 highly usable sounds. All sound files are named according to their content and sorted thematically. WAV files are provided as 24 Bit / 96 kHz and sorted in 11 folders. In order to give you ready-to-use sounds for your productions, all samples are royalty-free for all your commercial projects.
     
     
    Editor : Bluezone Reference : BC0243 Delivery : Download link Download size : 989 MB Extracted size : 1010 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 152 Total samples : 138 WAV Additional details : 11 folders   More information : Cargo - Spaceship Sound Effects

    komires
    We are pleased to announce the release of Matali Physics 4.0, the fourth major version of Matali Physics engine.
    What is Matali Physics?
    Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined. The engine is available across multiple platforms:
            Android         *BSD         iOS         Linux         OS X         SteamOS         Windows 10 UAP/UWP         Windows 7/8/8.1/10         Windows XP/Vista What's new in version 4.0?
             One extended edition of Matali Physics engine          Support for Android 8.0 Oreo, iOS 11.x and macOS High Sierra (version 10.13.x) as well as support for the latest IDEs          Matali Render 3.0 add-on with physically-based rendering (PBR), screen space ambient occlusion (SSAO) and support for Vulkan API          Matali Games add-on  
    Main benefits of using Matali Physics:
            Stable, high-performance solution supplied together with the rich set of add-ons for all major mobile and desktop platforms (both 32 and 64 bit)         Advanced samples ready to use in your own games         New features on request         Dedicated technical support         Regular updates and fixes
    The engine history in a nutshell
    Matali Physics was built in 2009 as a dedicated solution for XNA. The first complete version of the engine was released in November 2010, and it was further developed to July 2014 forming multi-platform, fully manage solution for .NET and Mono. In the meantime, from October 2013 to July 2014, was introduced simultaneous support for C++. A significant change occurred in July 2014 together with the release of version 3.0. Managed version of the engine has been abandoned, and the engine was released solely with a new native core written entirely in modern C++. Currently the engine is intensively developed as an advanced, cross-platform, high-performance 3d physics solution.
     
    If you have questions related to the latest update or use of Matali Physics engine as a stable physics solution in your projects, please don't hesitate to contact us.

    khawk
    GameDev.net has launched our new GameDev Projects showcase where professional, indie, and hobbyist game developers can showcase projects, make announcements and interact with the community, and manage it all through integration with the rest of GameDev.net.
    Use the new Developer profile feature to share your projects, interact with the developer community, and be inspired. Any project can be shared - games, game mods, assets, and tools, and developers can keep their followers updated through their project's GameDev.net blog or image gallery.
    Access Projects through the Browse -> Projects menu or directly at https://www.gamedev.net/projects. New Projects can also be created through the Create New Content menu (the pencil icon), and you can access your Project Dashboard through your profile menu.
    Features include:
    Browse, download, and comment on projects from other Developers Provide updates to your project by linking your GameDev.net Blog Create your own Developer profile, including with a GameDev.net subdomain! Showcase your Project with screenshots from your project's linked GameDev.net Album Manage your projects through your Developer Dashboard Market your project's website, Facebook, Twitter, Steam, Patreon, Kickstarter, and GameDev.Market pages Track project views and downloads through Google Analytics Upload and manage file downloads for your Project, allowing others to try it out and give feedback Link to your project with an embeddable widget (link auto-embeds on GameDev.net) Showcase your project with a trailer on YouTube or Vimeo Import your project from IndieDB or itch.io If you have problems or want more features please do not hesitate to give us feedback!
    Learn more at https://www.gamedev.net/projects/about!

    khawk
    We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
    Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

    JoshKlint_34394
    Today we are pleased to announce the release of Leadwerks Game Engine 4.5.
    Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR and is now freely available in the Leadwerks Games Showcase.
    Leadwerks Game Engine is uniquely well-suited for VR because of its fast performance, ease of use, and the availability of C++ programming for demanding VR games. Several optimizations for VR have been made including combining the rendering of both eyes into a single culling step. The stability and accuracy of Newton Game Dynamics means we can have in-depth physics interactions in VR.

    A new VR game template has been added to provide common VR features including teleportation locomotion and the ability to pick up and interact with objects in the environment.
    Visual Studio 2017
    We've also upgraded Leadwerks Professional Edition to build with Visual Studio 2017 so you can take advantage of the very latest Visual Studio features. Instructions for upgrading C++ projects from version 4.4 to 4.5 are available here.
    Other Improvements
    Added fog settings in editor and into map file format. New joint scripts and enhancements. Updated to Steamworks 1.41 You can pick up Leadwerks Game Engine with a discount during the Steam Winter Sale.
    About Leadwerks Software
    Leadwerks Software was founded in 2006 to make game development easy and fun. The company launched Leadwerks Game Engine on Steam in January 2014 and has experienced steady growth, now with over 20,000 paid users.  Leadwerks Game Launcher was released as an early access title in September 2015, allowing developers to publish games to Steam Workshop with no submission fee.

    Chamferbox
    Chamferbox, a mini game asset store has just opened with some nice game assets, 
    Here you can find a free greek statue asset 

    Also check their dragon, zombie dragon and scorpion monster out:



    They're running the Grand Opening Sale, it's 30% off for all items, but for gamedev member, you can use this coupon code:
    GRANDOPEN
    to get 50% off prices What are you waiting for, go to
    http://chamferbox.com
    and get those models now!

    andek

    Remograph releases Remo 3D v2.7

    By andek, in News,

    Remograph, providers of products and services for the computer graphics, visual simulation and 3D modeling markets, today announced the release of Remo 3D v2.7. Remo 3D is an effective tool for creating and modifying 3D models intended for realtime visualization. The primary file format is OpenFlight®. Remo 3D is currently available for Microsoft® Windows® 10/8/7 and Linux.
    This new version 2.7 of Remo 3D brings a greatly improved tool for modifying a texture UV mapping, support for new OpenSceneGraph 3.5.9 and other various fixes. The full list of new features and improvements can be found in the release notes on our website: https://www.remograph.com
    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, visual databases or virtual reality applications. Remograph is situated in Linköping, Sweden.
    All trademarks referenced are properties of their respective owners.

    Dafu
    FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
    FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
    So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
    Some FES features:
    Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
    FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
    Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
    I hope I've tickled your retro feels!



    More images at: https://imgur.com/a/LFMAc
    Live demo feature reel: https://simmer.io/@Dafu/fes
    Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
    Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

    Nazgum
    ManaKeep is the first website builder made specifically for indie game developers.  Designed to take the hard work out of creating an official game site, the service includes game focused templates, forums, media galleries, news, custom pages and most other features a typical indie game needs.
    ManaKeep can act as your store front to sell games as well.  Create products you want to sell (versions of your game), upload your game files, set your price and you can be selling in minutes.  With support for multiple currencies and the option to bundle Steam Keys, ManaKeep can be a great distribution channel for your game (bonus points: ManaKeep charges no transaction fees!)
    A few features not mentioned above:
    Stats Dashboard: track stats important to your game, including sales, downloads and order stats. Easy Parallax: popular on AAA game sites, add parallax to your backgrounds with a simple toggle. Scroll Animations: animate elements (such as text and photos) as they are scrolled in to view. Social Integrations: automatically post your news articles to twitter HTML, CSS & JS: can all be used if you love to tinker and do it all yourself Custom Domain Names: supports using your own domain name Free SSL Certs: all sites get a free ssl cert and are served over https For indie developers considering WordPress or SquareSpace, ManaKeep is worth a look and may be exactly what you need.  Learn more at manakeep.com


    i3DTutorials
    Game School Online™ Announces Winter Enrollment Open Through December
    Los Angeles, CA - December 2017
     
    Free Winter Term Enrollment!
    Free Winter Enrollment:
    Game School Online™, the first and only free online game development school of its kind, has opened enrollment for the winter term, which begins in January of 2018. GSO™ currently offers curricula in environment art and lighting for games, focusing specifically on Unreal Engine 4. GSO™ will be adding two new courses for the winter term, “Advanced Lighting Concepts with Unreal Engine 4” and “Advanced Hard Surface Modeling.”

     
    Free Workshop!

     
    December Free Workshop:
    In addition to winter enrollment, GSO™ will have a free online workshop, “Animating For Games and Movies”, with Veara Suon, Senior Animator at Double Negative. Veara has worked in the AAA games industry, working on franchises like Destiny and Bioshock. Veara also works in the film industry, having worked for famed studios like Weta, ILM, and Sony, contributing to films like Pacific Rim 2, Spiderman, and Avengers. In this month’s free GSO™ workshop, Veara will be discussing topics such as:
    Sharing techniques on how he animates for games and film
    Advice on how students can get a job in games or film
    Advice on how working professionals can switch from games to film, and vice versa
    Job relocation
    The workshop will last for an hour, with allocated time for Q & A from the audience. The workshop will take place on December 14 at 8pm PST. As usual, our monthly workshops are absolutely free and anyone is welcomed to join us. To RSVP, please visit our Facebook page here: https://www.facebook.com/events/139461393377301/?active_tab=about

     
    Scholars Available For Mentoring!
    Scholar Lineup:
    Scholars are our mentors, working industry professionals currently working on your favorite games and franchises- here to help you learn to be a professional game dev, with one on one live private sessions. Our current lineup of scholars includes:
     
    Brian Yam - Director of Visual Development @ Section Studios
    https://bdyammer.artstation.com/
    https://www.linkedin.com/in/yambrian/
     
    Olaf Piesche - Senior Engineer @ Epic Games
    https://www.linkedin.com/in/olaf-piesche-0938292/
     
    Kevin DeBolt - World Artist @ 343 Industries
    http://kevindebolt.com/index.html
    https://www.linkedin.com/in/kevin-debolt-52058844/
     
    Rosie Katz - Senior Game Designer @ EA, Visceral, Sledgehammer Games
    http://www.rosiewrede.com/index.php?nav_bar=level_design
    https://www.linkedin.com/in/rosiewrede/
     
    Leo Gonzalez - Senior Artist @ Certain Affinity
    https://leog.artstation.com/
    https://www.linkedin.com/in/leo-g/
     
    Brandon Pham - Lead Environment Artist
    https://brandonpham.artstation.com/
    https://www.linkedin.com/in/brandon-pham-a490497/

     
    We believe that education should be free for everyone! Come join us at Game School Online™ and see what the future of game development education looks like today! For more information about Game School Online™, available courses, scholars, and events, please visit http://gameschoolonline.com/


     
    Facebook: https://www.facebook.com/gameschoolonline/
    Twitter: @GSOscholar
    Discord: https://discordapp.com/invite/BzU5Fq2
    Patreon: https://www.patreon.com/gameschoolonline


     
    About Game School Online™ (GSO™)
    Game School Online™ is the first ever, completely free game development training program. GSO™ was founded by veteran developers working in the AAA games and entertainment industries. Featuring courses authored by working industry professionals, students are able to learn production techniques and workflows used to ship some of the biggest IPs and AAA franchises. Industry pros known as “scholars”, work with students providing private live sessions to help you become “industry” ready. All courses are available for free, no trials or demos- it’s completely free for anyone that wants to learn how to become a skilled game developer. For more information, please visit our website: http://gameschoolonline.com/
    Game School Online™ and GSO™ are registered trademarks Game School Online, LLC. All other brand names, product names or trademarks belong to their respective holders.
     
    Contact
    Game School Online, LLC.
    info@gameschoolonline.com

    DevdogUnity
    Ho ho ho
    Tis the season of Christmas surprises, and we have a awesome one for you! 🎅  
    Sponsored by all your favorite Unity Asset Store developers, Nordic Game Jam, Pocket Gamer Connects, and co-hosted by Game Analytics, we (Joris and I – Devdog) are launching the second edition of our yearly Christmas Giveaway Calendar for all Unity game developers!
    You can already now sign up right here.
     
    So what’s this all about?
    For the past weeks, we’ve been collecting sponsored gifts related to Unity (asset vouchers, product keys, conference tickets etc.), and throughout each day of December leading up to Christmas Day on the 25th, we will be sending out these sponsored gifts as early gamedev Christmas presents via e-mail to hundreds of lucky winners.
    The total prize pool is at $35,000, with over 1200 presents donated by the awesome sponsors!
     
    Merry Christmas from Devdog, Game Analytics, and every single one of the sponsors.

    sveta_itseez3D
    itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
    “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
    Key features of the Avatar SDK for Unity:
    Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
    Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
    Head models support runtime blendshape facial animations (45 different expressions)
    Generated 3D heads include eyes, mouth, and teeth
    Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
    Six predefined hairstyles with hair-recoloring feature (many more available on request)
    Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
    Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
    Well-documented samples showcasing the functionality.
     
    Availability
    The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com.
    ###
    About itSeez3D
    At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.

    khawk

    IMGA Global Open for Entries

    By khawk, in News,

    The 14th IMGA Global is open for entries until 31 December 2017. Mobile and VR game developers, studios and publishers are invited to submit their games for free in a few clicks. Enter your game now!

    http://www.imgawards.com/
     


  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!