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  • khawk

    Day of the Devs Starts Tomorrow

    By khawk, in News,

    Double Fine and iam8bit’s Day of the Devs is tomorrow, and they’ve released a video highlighting some of the highly anticipated games that will be at the event, including Untitled Goose Game, Dead Static Drive, CHUCHEL, Eden Obscura, 29, Griftlands, Hot Lava, Minit, Crossing Souls, UFO 50, Wargroove, Ni No Kuni 2, Nour, Small Talk, The Rig, Into the Breach, and Knights and Bikes. 
    Day of the Devs is a FREE indie games festival, open to all ages, returning for its fifth year at The Midway in San Francisco on Saturday November 11 from 1-8. The festival unites gaming and development communities to celebrate the year's biggest indie hits and discover upcoming titles. The event will have tons of exciting activities and also feature several games that will be playable for the first time, including Untitled Goose Game, Into the Breach, The Rig and Session among other new and unreleased indie titles (full list of playable games at the event can be found here) as well as food trucks, art exhibits and live music sets by Baiyon, Ben Prunty, Jim Guthrie, Darren Korb and Slime Girls.

    Mark Bamford
    Retrospect is an inspector history system which not only gives you a list of things you have been inspecting, it also lets you make changes to them directly from the compact and easy to use history view. I think it is a excellent new way to inspect objects and it could save you from a lot of tedious jumping around your project.   I have a limited number of free copies to give away, if you would be happy to write a review!   Check it out on the Asset Store!: http://bit.ly/2htXIZp  

    khawk

    Discord Launches Rich Presence

    By khawk, in News,

    Discord has launched their Rich Presence SDK, allowing developers to integrate with the chat application to make it easier for players to jump directly into game clients and play with friends or spectate. By offering the SDK, Discord is providing developers with another way to engage players with each other and the game.
    The Rich Presence SDK is available for C, C++, Unity, or Unreal. Learn more from the Rich Presence SDK website at https://discordapp.com/rich-presence.
     

    debrice
    Strange Engine is a 2D KIT for Unity Developers, which can be used to create a top down game. Or use its modules in other projects. This KIT is easy to modify as many variables can be tweaked, the scripts are neat and well documented, and Editor Extensions will help you to create new maps and weapons in one minute. You can use existing graphics or replace it with your own.
    Key Features
    > Fully Mobile Support.
    > Fully PC Support.
    > Randomly Generated map.
    > Pickups (Ammo).
    > Object Pooling.
    > Explodable walls.
    > Saves your highscore.
    > 14 different weapons.(Lasers, Lightning Bolts, Machine Guns, FlameThrowers, GrenadeLaunchers )
    > Extended Enemy AI.(fly mode, search , atack, pursuit mode, passive mode.)
    > Different enemy types (Duck, Monster, Raven).
    > Editor Extensions.
    > Mobile and PC player and shooting controls.
    > Well Optimized.
    Store Link.
    Youtube Link.
    Soon new 2D weapons pack.
    Get all news in my Twitter.

    Thanks for your time,
    Denis Arhipov
    CHE games.

    If you have any questions, please contact me here, or debrice@bk.ru.


    khawk
    Oculus CTO John Carmack has posted the latest Public VR Critique: Daedalus, running on the Gear VR. Daedalus is a platformer and exploration game set in a surrealist world. 
    Carmack appears to really enjoy this game, mentioning that at "OC4, one of the VR apps presented for my review session was Daedalus...I played through the first couple training segments on stage, giving some of my common feedback, but what was noteworthy was that I didn't want to quit - I had to make myself stop to get on to the rest of the slate lined up."
    In the critique, Carmack covers Daedalus' gameplay, artistic feel, and the pros/cons of the art style in mobile VR. He also reviews performance on Gear VR:
    Check out the full critique here.

    khawk
    Epic Games’ Unreal Engine Enterprise team will be at Autodesk University (AU) revealing the latest developments to the Datasmith workflow toolbox for experiencing design. Datasmith provides a frictionless import of CAD data from over 20 CAD/DCC sources, including Autodesk 3ds Max, into Unreal Engine. Datasmith demos will be presented throughout AU, November 14-16, in booth A211 at the Venetian Hotel in Las Vegas, NV.
    Real-time engines allow customers in design, engineering and construction to experience a virtual prototype of their design intent. Datasmith, currently available in a beta release, focuses on breaking down the barrier to exploring interactive 3D experiences for architecture and design. Bringing non-game data into Unreal Engine is now faster and more seamless, with Datasmith automating many manual processes, such as setup of lightmap UVs and conversion of materials.
    “Datasmith’s biggest advantage is its ability to bring in objects, add lightmap UVs and generate working materials with minimal cleanup. This has cut our time to around 60%. Datasmith is definitely proving to be a game changer,” said Austin Reed, 3D Visualization Team Lead, HNTB Corporation.
    In just three months, over 7,000 people from over 4,000 companies have registered for the Datasmith beta. Visit Unrealengine.com/beta for a chance to participate in the Datasmith beta.
    During AU, Epic Games’ Unreal Engine Enterprise team will host “Epic Conversations” where a panel of individuals from Harley Davidson, HOK, Soluis and Steelcase will discuss how Unreal Engine is radically transforming their creative workflows. Unreal Engine brings new forms of visual communication to these markets by incorporating interactivity and real-time production technology adapted from the game development industry.
    For more information, visit unrealengine.com/enterprise.

    Effekseer
    Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters.
     
    Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity.
    Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016.
    This update contains the following changes:
    -Addition of a file viewer that makes it easy to manage effect files;
    -Improvements in UI such as adding icons for easy understanding of editing status;
    -Addition of a function to read FBX as a 3D model file;
    -Addition of parameters for easier control of the effects.
    In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x.
    This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed.
    Effekseer 1.3 is available on the project website.
    The license for the software is the MIT license.

    Effekseer 
    http://effekseer.github.io/

    Github
    https://github.com/effekseer/Effekseer
     
     

    khawk
    Reallusion partners with Persistant Studios, PopcornFX, the multi-platform & cross-engine realtime particle effects industry leader. iClone 7 adds particle realism with the PopcornFX runtime integration, particles library, and extensive VFX creation through PopcornFX's powerful editor. 
    The PopcornFX engine now tightly integrates with iClone's lighting, physics and timeline animation systems, while retaining full custom import and attribute adjustment capabilities. Achieve top-level quality VFX with PopcornFX, currently in use in a wide variety of game productions, from indies to AAA.
    The iClone realtime animation and virtual production engine combines with PopcornFX to deliver dynamic visual effects that can interact with models, physics, and audio. 3D particle effects from PopcornFX also interact and affect lighting dynamically with iClone Global Illumination and High Dynamic Range (HDR) Effects. Physics in iClone powered by NVIDIA Physx enable PopcornFX to collide, bounce, emit and accumulate in realtime.
    Reallusion iClone and PopcornFX together equip studios of all levels from indie to AAA with a total realtime 3D animation and visual effects combo. Create and import custom particle effects using the PopcornFX multi-platform & cross-engine editor that enables creation of realtime FX on-demand, compatible with iClone.
    PopcornFX 3D Particles inside iClone     Billboard: Use texture image or sprite list as your particle source. Ribbon: Connect particles into continuous ribbons for trailing effects. Mesh: Select props or load 3D objects as your emitter source.       Realtime Particle illumination     Global illumination (GI): Transform particles into dynamic light sources that naturally light up the scene. Manage the light bounce strength and times High Dynamic Range (HDR) Effects: Control particle bloom scale, tone maps, and exposure level, delivering sophisticated glowing strength.       Particle Physics - Emit, Collide, Bounce and Accumulate     Integrate PopcornFX particles with NVIDIA PhysX engine. One-way Collision: you can choose to bounce particles off from 3D objects, or accumulate them on their surface. Two-way Collision: Use particle impulse to push away physics ready objects.       Free Editor & PopcornFX Import for Limitless Particles      Create brand new particle behaviors using the powerful script-based PopcornFX Editor. Learn by samples, Wiki, and free tutorials. Directly load PopcornFX projects into iClone via the PopcornFX plugin.       Timeline Editing to Fine-tune Particle Effects     Precisely control particle on/off, timing, scale, opacity, color, density, impulse, etc. All Attributes have their own timeline tracks. Users can set keys for each attribute. Effects are grouped for easy track management.       Save & Reuse Custom Particles     Combine several primary effects to form more complicated effects. Save custom effects with your own attribute values and sampler data (mesh/texture/sound). Attach particles to target objects, save them with props, accessories and characters.  

    khawk
    Qualcomm has released Snapdragon Profiler 2.0, the latest version of the profiling tool for mobile developers. Included in the update is a new CPU sampling mode, allowing Android developers with simpleperf to view CPU function sampling in a flamegraph, and a number of CPU-based metrics for CPU cache and instruction performance. The release also includes a number of fixes for mobile game developers using the OpenGL ES, Vulkan, and OpenCL APIs as well as any developers working on mobile VR applications and games.
    Download the latest release from the Qualcomm Developer Network and view the full release notes here.

    khawk

    SpeedTree Cinema 8 Now Available

    By khawk, in News,

    IDV has released SpeedTree Cinema 8, the latest version of its standalone tree, plant and foliage modelling suite of tools. New features include:
    PBR workflow and rendering. Supports non-destructive material editing, allowing artists to adjust textures on the fly. A new library of 150 models with thousands of 3D surface-scanned PBR textures. Each model contains multiple polygonal resolutions and adjustable seasonal variations. Improved export pipeline. Exports of both meshes and wind animations now run much faster and use less memory. Other improvements include UDIM support, better mesh unwrapping, hierarchical exports, and better bone weighting for skinned meshes. New leaf batching system. Leaf rendering in the SpeedTree Modeler is up to 1,000 times faster than version 7. This greatly speeds the modeling process and supports the creation of more complex models. Improved wind realism. Cinema 8 captures the complex dynamics of wind among leaves and branches more naturally. The overhauled system features a realistic rolling wind effect, is much easier to tune, and includes a new wind wizard. Many more improvements, including a new art director tool and an overhauled mesh cutout system. This release sees SpeedTree Studio and SpeedTree Architect discontinued. In their place SpeedTree Cinema is offered in various versions with both rental and perpetual licensing options. Find out more on the SpeedTree website.  
     

    khawk
    In a NY Times op-ed yesterday, Jason Schreier tackles the long-standing problem of crunch in the games industry and the toll it takes on developers' lives.
    Schreier provides several anecdotes from developers across the industry - including emergency room visits, memory loss, and being unable to walk - and cites a 2016 survey from the IGDA where "crunch" was considered the norm in the industry.
    Read more of the op-ed here.

    khawk

    Unreal Engine 4.18 Released

    By khawk, in News,

    Epic has released Unreal Engine 4.18. From the blog announcement:
    New features include:
    Lighting improvements - volumetric lightmaps, precomputed lighting on volumetric fog, improved static skylight directtonality, multi-bounce indirect light from skylights Apple ARKit support Google ARCore Developer Preview support Clothing Tools Media Framework improvements Sequencer improvements Improved physics asset editor multi-convex generation for physics asset bodies RigidBody Anim Node improvements Blendspace Editor improvements Global Find in Blueprints and more... Full release notes available in the UE4 forums.

    khawk
    Today, Allegorithmic launches “Materialize: The Digital Material Contest,” a competition that challenges artists to digitally reproduce photorealistic materials from real-world references. Starting with Allegorithmic’s popular Mattershots Instagram account, contestants select from one of the 750+ materials available and then recreate it in Substance Designer for a chance to win one of several prizes.
    Allegorithmic created the Mattershots social media account as a way to introduce a daily dose of material inspiration to the Substance community, offering new ways to think about colors, textures and other design options. The Materialize contest is an opportunity for both artists with experience using Substance Designer, and those new to the tool, to show how closely they can recreate and creatively interpret materials that match their real-world counterparts. Submissions will be accepted fromOctober 24 through November 24 at 11:59 p.m. PST.
    Once contestants have selected an image to model their design on, they'll have the option to either start from scratch or select an existing texture from Allegorithmic’s Substance Source PBR library as a starting point. All entries must be designed in Substance Designer, and contestants must also specify which of the two categories they wish to be judged in, general or MDL.
    Once the entry is complete, contestants should send in a copy of the newly created material alongside an image of the original source, one image of the created texture in Iray render mode on Plane HD and their SBS or MDL file to demonstrate the craft behind the design.  
    Three winners will be selected in each category, with the top entries judged by a jury of industry experts, including:
    Don Arceta – Lead Artist, Playground Games Marc Austin – Build Supervisor, Double Negative Scott DeWoody – Firmwide Creative Media Manager, Gensler Pierre Hulot – Digital Manager, French luxury industry Nicolas Paulhac – CMF Designer, Substance Source Project Manager Nicolas Wirrman – Substance Designer Product Manager, Allegorithmic Winners will be announced on December 6, 2017. The winning entries will be based on following criteria: reference matching accuracy, material level of details (complexity and technical quality), material tweaks and exposed parameters.
    Prizes include:
    1st Place (General) – HP DreamColor Z23x Professional display monitor 2nd Place (General) – NVIDIA M5000 3rd Place (General) – X-Rite Photo Pro 2 ColorChecker 1st Place (MDL) – NVIDIA P6000 2nd Place (MDL) – NVIDIA P5000 3rd Place (MDL) – NVIDIA M5000 All winners will also receive one year of Substance, and a one-year subscription to ArtStation TBC. For interested parties unfamiliar with Substance Designer, Allegorithmic is currently offering a 30-day free trial.
    For a complete set of rules, including how to enter, please visit the Materialize contest page.
    A video tutorial designed especially for the contest is also available:
     

    danys
    Bluezone Corporation has released 'Sci Fi Interface Sound Effects', a new sample library delivering a wide range of UI sounds ready to be injected in your movies, video game and multimedia projects.
    This downloadable sample pack contains 153 meticulously recorded WAV audio files ( 24 bit / 96 kHz / stereo ) and offers a large variety of elements to create your own sequences: alarms, data processing, beeps, buzzing high pitch sounds, transmission clicks, transitions, sonar pings and more.
    All sounds were recorded using various sources (hardware synths, electromagnetic field sounds...) and processed meticulously using high-end gear. All SFX are named according to their content and sorted thematically. In order to give you ready-to-use sounds for your productions, all samples are royalty-free for all your commercial projects.
    More information : Sci Fi Interface Sound Effects

    khawk
    Middleware technology and game development company, Silicon Studio Corporation has released the newest version of global illumination technology “Enlighten” for Epic Games, Inc.’s game engine, Unreal 4. Enlighten is a proud partner of Unreal, and the release of new version, 17, marks Silicon Studio’s dedication to releasing reliable and timely updates for new Unreal versions and continuing the tradition of providing high quality customer support, and a great customer experience for both domestic and overseas customers.
    One of the main features of this version update is development capability for Nintendo SwitchTM on Unreal 4 allowing for real-time Global Illumination. For all versions and platforms, Enlighten is constantly looking to the future with many plans for development and advances in both technology and usability. To improve on the overall customer experience new Enlighten SDK documentation instructing on how to quickly build an effective real-time GI workflow utilizing Enlighten, and new UE4 Enlighten tutorials on how to configure level to achieve the best results while working in Unreal. These are just a small glimpse into the improvements planned for Enlighten with many more to come from now and throughout 2018. Also with version 4.18 set to release, this version will go into development immediately upon release.
    Learn more at http://www.siliconstudio.co.jp/en/.



    khawk
    Allegorithmic has a new update to Substance Designer. Seven new noises and filters have been added to ease the creation of complex shapes and patterns, while new support for X-Rite’s Appearance Exchange Format (AxF™) offers a professional way to author custom materials for design applications.
    AxF is a format that enables the communication of all aspects of a physical material’s appearance – color, texture, refraction, translucency, gloss, special effects and reflection properties – in a single, editable file. Once uploaded into Substance Designer, users will be able to add procedural edits to this data, producing custom materials with high degrees of accuracy and photorealism.
    “Opening up creative possibilities is what Substance Designer is all about,” said Dr. Sébastien Deguy, Founder and CEO, Allegorithmic. “With a host of new noises, filters and patterns to choose from, designing to a vision will be that much easier, whether you are creating a new game, house, or car. As the use of AxF grows, designers will also have a superior authoring system on hand that takes full advantage of Substance’s creation abilities.”
    Substance Designer’s new slate of noises and filters include:
    Flood Fill node – A black or white mask can now be used to generate height maps, as well as assign random colors to each white zone with a height variation Shape Mapper node – A new way to build stunning patterns by duplicating and mapping repetitions onto shapes Swirl node – Inputs can now be easily deformed via direct controls in the 2D viewport Histogram Select node – Isolating a height range from a height map is easier than ever Vector Morph node – Inputs can be deformed according to a normal map Cube 3D node – Simulate a 3D cube to use in patterns  Arc Pavement node – Design perfectly formed arch pavement shapes  Support for non-square workflows – All nodes now include a “non-square expansion” option for visualizing textures and materials in rectangular formats, perfect for tree barks. Users can also now scale noise to any desired level. Thanks to a new development cycle, Allegorithmic has also been able to build customer requests into the user interface (UI) and user experience (UX) of Substance Designer even faster. New updates include:
    Graph Photos – Users can now produce images of any graph using the Photo icon in the graph toolbar. 3D Viewport Preferences – Any environment map can now be set as the default selection. Project Preferences – Users can now specify a “default state” file while using the new Project Preference parameter, simplifying synching defaults across multiple users. Allegorithmic’s Integrations Product Manager, Wes McDermott, is also hosting a YouTube live session on October 19, 2017 highlighting the new features in Substance Designer. The webinar will begin at 11 a.m. PST / 2 p.m. EST and can be viewed here.
    A free 30-day trial of Substance Designer is available now.

    Alpha_ProgDes

    Intel creates AI chip

    By Alpha_ProgDes, in News,

    Deep-learning apps that do computer vision, voice recognition and other tasks mostly just need to run matrix calculations on gigantic arrays -- something that doesn't suit general-purpose Core or Xeon chips. Now, thanks to its purchase of deep learning chipmaker Nervana, Intel will ship its first purpose-built AI chips, the Nervana Neural Processor family (NNP), by the end of 2017.
    Unlike its PC chips, the Nervana NNP is an application-specific integrated circuit (ASIC) that's specially made for both training and executing deep learning algorithms. "The speed and computational efficiency of deep learning can be greatly advanced by ASICs that are customized for ... this workload," writes Intel's VP of AI, Naveen Rao.
     
    SOURCE: https://www.engadget.com/2017/10/17/intel-ai-deep-learning-nervana-npp/

    khawk
    Improbable has announced that the Unreal SDK for SpatialOS is now in Open Beta. This coincides with the latest release of SpatialOS version 12.0, which introduced new features that expanded and stabilized Unreal functionality on Improbable’s game development platform. 
    "We’re delighted that our Unreal integration has reached this level of stability, eight months after we first revealed it.” said Rob Whitehead, CTO of Improbable. “This is a huge step for our platform – the Unreal Engine and Epic have been cornerstones of the games industry for several tech generations, and our team has grown up with games like Gears of War and Unreal Tournament. We’re already supporting third-party studios familiar with Unreal in their work on the next generation of games - and we’re always looking for more.”
    Improbable’s Unreal SDK Open Beta is available today for Windows-based development. 
    "Any integration that enables developers to push their boundaries and go that extra mile has to be a good thing, but this initiative is a massive win for both developers and gamers,” commented Mike Gamble, European Territory Manager, Epic Games. “We’re looking forward to working closely with Improbable and excited to see what results in the coming months.”
    More information on the Unreal Integration Open Beta is available here. You can also learn more on the Improbable blog.

    Alpha_ProgDes

    IGN acquires Humble Bundle

    By Alpha_ProgDes, in News,

    Online media giant IGN has acquired Humble Bundle, the indie games storefront best known for its pay-what-you-want bundles that raise money for charity. The company says nothing will change for users and that “we will keep our own office, culture, and amazing team with IGN helping us further our plans.”
    https://techcrunch.com/2017/10/13/ign-acquires-pay-what-you-want-game-shop-humble-bundle/

    khawk

    Unity 2017.2 Now Available

    By khawk, in News,

    Unity 2017.2 is now available for developers. New features and improvements include:
    New 2D tools Support for new XR platforms Faster import/export between Maya/3DS Max and Unity Updates to Timeline and Cinemachine Support for ARCore, ARKit, Vuforia, and Windows Mixed Reality headsets  
     
    Learn more at https://blogs.unity3d.com/2017/10/12/unity-2017-2-is-now-available/.

    Tonya
    This month, the Sydney Game Engine Developers Meetup has organised two speakers to talk about Native VR and Scapy. Join fellow developers for a night of engaging talks on Native virtual reality, get some professional insights on Python and meet other brilliant minds in our industry over pizzas and drinks!

    The growing community has fantastic people from a vast variety of development background join us in the recent months. The level of engagement and networking is at an all-time high and I really do wish to keep this up.
    See you there!
    Link to event: 
    This month, the Sydney Game Engine Developers Meetup has organised two speakers to talk about Native VR and Scapy. Join fellow developers for a night of engaging talks on Native virtual reality, get some professional insights on Python and meet other brilliant minds in our industry over pizzas and drinks!

    The growing community has fantastic people from a vast variety of development background join us in the recent months. The level of engagement and networking is at an all-time high and I really do wish to keep this up.
    See you there!
    Link to event: https://www.meetup.com/Sydney-Game-Engine-Developers/events/243542793/
     
     

    khawk
    Epic Games today announced it has teamed with NVIDIA to deliver enterprise-grade solutions to help application developers create better, more immersive VR experiences.

    Enterprise businesses have been among the most enthusiastic adopters of VR to improve production workflows, visualize CAD designs, boost safety and training, and create better experiences for customers. This requires sophisticated and reliable VR platforms and tools.

    To ease enterprise VR adoption, Epic has integrated NVIDIA Quadro professional GPUs into the test suite for Unreal Engine 4, the company's real-time toolset for creating applications across PC, console, mobile, VR and AR platforms. This ensures NVIDIAtechnologies integrate seamlessly into developers' workflows, delivering excellent results for everything from CAVEs and multi-projection systems through to enterprise VR and AR solutions.

    "With our expanding focus on industries outside of games, we've aligned ourselves ever more closely with NVIDIA to offer an enterprise-grade experience," said Marc Petit, general manager of the Unreal Engine Enterprise business. "NVIDIA Quadro professional GPUs empower artists, designers and content creators who need to work unencumbered with the largest 3D models and datasets, tackle complex visualization challenges, and deliver highly immersive VR experiences. By combining NVIDIA hardware with Unreal Engine, developers are ensured excellent performance and productivity."

    One project that has driven this effort is Epic's collaboration with GM and The Mill on "The Human Race," a real-time short film and mixed reality experience featuring a configurable Chevrolet Camaro ZL1, which was built using NVIDIA Quadro pro graphics.

    Another company that has benefitted from Epic's collaboration with NVIDIA is Theia Interactive a pioneer of real-time architectural visualization. Stephen Phillips, CTO of Theia, added, "NVIDIA Quadro provides an incredible amount of computing power for running beautiful VR experiences within Unreal Engine. Having 24GB of VRAM allows us to use hundreds of high-resolution, uncompressed lightmaps for incredible real-time architectural visualizations that rival the quality of the finest offline renderers."

    "As the market for VR and AR content expands, professional developers in industries such as automotive, architecture, healthcare and others are using Unreal Engine to create amazing immersive experiences," said Bob Pette, vice president of Professional Visualization at NVIDIA. "Unreal, from version 4.16, is the first real-time toolset to meet NVIDIA Quadro partner standards. Our combined solution provides leaders in these markets the reliability and performance they require for the optimum VR experience."
    Learn more at http://unrealengine.com/enterprise.

    khawk
    Microsoft will deliver the closing keynote at the Develop:VR conference and expo taking place on 9 November at Olympia London.
    The keynote entitled Windows Mixed Reality: Developing for the Virtual Continuum, to be presented by Pete Daukintis, Technical Evangelist and Mike Taulty, Developer Evangelist will focus on bringing existing developers skills and apps to Windows Mixed Reality devices such as HoloLens and forthcoming immersive headsets.
    The session will review the current Windows Mixed Reality landscape, followed by an in-depth demonstration on where they excel, as well as teaching prospective developers what they need to know regarding platforms, tools, frameworks, runtimes, languages and resources that are available to them.
    Sessions also confirmed today for Develop:VR:
    Funding Question Time
    A panel consisting of Martin de Ronde, creative director at Force Field VR, Dave Ranyard, founder of Dream Reality Interactive, Thomas Gere from Realities Centre and chaired by Ella Romanos, founder of Rocket Lolly Games will discuss their experiences of getting their latest projects funder, the new trends in funding and how to think outside the box on making your next funding round a success.
    VR and Moral Panic
    New forms of media can sometimes trigger sensationalised fear and worry from the mass media and then, the public – a phenomena that sociologists describe as ‘moral panic’. VR is the perfect moral panic case study. Catherine Allen, VR Curator and Producer will demonstrate how the knowledge of a new technology’s very existence can bring out society’s deep down hopes and fears about humanity’s future.

    khawk
    Epic has announced its third annual Epic MegaJam to kickoff on November 2nd at 2pm ET, when the theme will be announced over livestream through Twitch, Facebook, and YouTube.
    The event lasts seven days with submissions due on November 9th and accepts teams anywhere from a single developer to 5 developers. Prize details are coming soon, but current sponsors include Intel, Falcon Northwest, Allegorithmic, SpeedTree, and SideFX. You can view games that have been created in the past at the Hall of Fame on the UE forums.
    Learn more from the event announcement at https://forums.unrealengine.com/unreal-engine/events/1363542.
     

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