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    Toolbag 3 owners will now be able to access the Toolbag 3.08 update. Toolbag 3 is a 3D real-time rendering, animation and baking suite, and is claimed to "provide artists a powerful and efficient workflow for all stages of production." It also includes exports for Unity and Unreal Engine 4.
    Some of the features in this update include:
    Support for the latest Substance file format Inclusion of a few additional Python hooks Resolved a number of problems with texture baking Miscellaneous bug fixes You can download the installer for Toolbag 3 here. For those who want to give it a whirl, they're currently offering a 30-day free trial.

    Mr. Boom's Firework Factory, slated for release on July 10, just received its first review with Indie Ranger, who gave it a 72/100.
    The game was developed by Brain, a member at GameDev.Net since 2010.  Mr. Boom's Firework Factory was an Indie Prize Finalist at Casual Connect in London back in May.
    Upon its release, Mr. Boom's Firework Factory will be available on Steam, Itch.io, GameJolt, Green Man Store and Discord. You can read the full review here!

    Filament v1.3.0 has been released and is available at https://github.com/google/filament. Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGL. This latest release includes a number of new features and improvements, including:
    Support for RGB_11_11_10 Support for Screen Space Ambient Occlusion (SAO) Improved shadows depth resolution Specular ambient occlusion Two new samples And more Check out the full release notes and download at https://github.com/google/filament/releases.

    Casual Effects Morgan McGuire has open sourced the qualdplay fantasy console under LGPL3 licensing. Quadplay is a fantasy console for sprite-based 2D games, perfect for hobby game development, education, and game jams. The virtual hardware features a 384x224 pixel screen, 4096 sRGB colors, native 2.5D graphics, 9.4MB of total sprite memory, and four 10-button gamepads. Developers only need a code editor, Python 3, and a modern web browser.
    Source code is available on Github at https://github.com/morgan3d/quadplay.
    Check out the demo below:

    Unity is being required to ditch Enlighten due to Geomerics shutting it down. While Unity will continue to support it through 2020 LTS, they are working diligently with a new group to produce a new lighting product by 2021.
    More on this development can be read here.

    Unreal has announced this month's free content via the Unreal Engine Marketplace!
    Here's what they're giving away for the month of July!
    Custom Movement - Ju-Sik Lee 
      Explosions Builder - W3 Studios
      Fantasy and Medieval Architecture Kit - Denys Rutkovskyi
      First Person Story Adventure Template - palinoiadev
      Real Liquid X - Liquid Material & Blueprint - 3DVFX
        Additionally, Unreal has some new content that is permanently free. Check out those free items here!

    4Players launches Next-Generation Player Engagement Platform SCILL™:
    SCILL™ Play open beta for Android and iOS now available
    Hamburg, 2nd July 2019 - 4Players GmbH, a subsidiary of Marquard Media Group, has launched the open beta test of the SCILL™ Play app for Android and iOS.
    SCILL™ is an innovative second screen engagement platform that allows developers, publishers as well as players to increase the entertainment value of games sustainably and significantly. SCILL™ Play is fully customizable and lets players actively decide which goals they want to achieve next - regardless of the requirements of the existing game design. Successfully completed challenges can be rewarded with experience points, SCILL™ Coins and great prizes.
    SCILL™ Play offers beginners and hardcore players an interactive opportunity to challenge themselves and experience familiar games with new motivation. In addition, the platform offers publishers a real alternative to developing their own challenges or additional content, such as reward systems or battle passes, and thus has a positive effect on the development effort and time requirements. 
    "After an intensive development period and positive feedback during the closed test phase, we are very excited about making SCILL™ Play accessible to a broad audience during our Open Beta," says Marc Berekoven, Head of Business Development and Product Manager of the SCILL™ platform. "SCILL™ Play offers players the opportunity to experience their favorite games in a completely new way. In addition to personal challenges and rewards, the app now also has new community features: Among other things, users can form or join alliances to overcome challenges together with other players. This makes the gaming experience even more collaborative and dynamic. We look forward to the feedback from players, developers and publishers, which will help us to further improve SCILL™ Play and adapt it to the wishes of our users".
     More information and download links are available at https://www.scillgame.com.

    A new version of OCAT - the Open Capture and Analytics Tool with an FPS overlay and performance measurement for D3D11, D3D12, and Vulkan - has been released. OCAT 1.5 includes several new features and fixes, including a lag indicator overlay with a new metric estimating the driver lag representing the time between when the CPU starts work on a frame and when that frame finishes rendering.
    OCAT runs in parallel with your game, sampling available DXGI presentation metrics to give an accurate view of frame timing, pacing, and delivery that is as lightweight and unobtrusive as possible.
    Learn more from the post on GPUOpen or get OCAT from the Github repo here.

    PAX Dev 2019 will kick off with an opening keynote from Sheldon Carter, Chief Operating Officer at Warframe studio Digital Extremes. The developer-only event returns to Seattle Aug. 27 – Aug. 28, giving creators valuable time to learn and interact with their peers before the gaming community descends upon the city for PAX West. The conference will also feature Blizzard Entertainment’s Craig Morrison to close the show by sharing his experience and insights as Design Manager of World of Warcraft. 
    Prior to leading Digital Extremes and setting the world ablaze with the studio’s hit multiplayer shooter Warframe, Sheldon Carter got his start in the industry as an Associate Producer on BioWare’s beloved action RPG Jade Empire. He then went on to produce Dark Sector and serve as Creative Director on The Darkness 2 before guiding Digital Extremes as Studio GM. In addition to continuing to oversee development on a title enjoyed by more than 50 million players and various other projects, Carter co-hosts a weekly podcast, War with Art, where he chats about creative challenges and shares advice for fellow writers, game designers, and artists. 
    Craig Morrison produced and directed MMORPGs, including Funcom’s The Secret World and Age of Conan, before leaving the Norwegian studio in 2013 to serve as Blizzard Entertainment’s Design Department Manager on World of Warcraft. Since then Morrison has taught game design as a lecturer at the nearby University of California Irvine and founded educational site StartMakingGames.com, a resource for aspiring game designers. 
    Sheldon Carter and Craig Morrison are the tip of the spear for PAX Dev’s 2019 invigorated focus on mentorship and education. The event will include an expanded Mentor Lounge for students and professionals to meet one-on-one with veteran advisors along with a bevy of panels to educate, inspire, broaden understanding, and introduce new concepts and solutions.
    “PAX Dev is a great way for creators to concentrate on craft prior to the kickoff of PAX West,” said Jerry Holkins, co-founder, Penny Arcade and PAX. “Sheldon and Craig will be a significant part of that, passing down wisdom and lessons from their careers to catalyze a great professional conference.”
    PAX Dev takes place Aug. 27 – Aug. 28 at the Seattle Westin Hotel in Seattle. Registration for game makers and students is now open. Those interested in speaking at PAX Dev can submit panels here. Speakers receive a complimentary badge and PAX West 2019 attendee badge. 
    The event will co-locate with the GamesIndustry.biz Investment Summit, where developers can connect with investors, take advantage of networking opportunities, and participate in talks designed around funding and publishing games. Badges for the summit are available here. 
    To learn more, please check out the official website and follow PAX on Twitter and Facebook.

    Humble Bundle has announced its Software Sale starting today and running until July 1 at 10am Pacific time. The sale includes a number of tools and software for content creation and game development.
    Software of interest includes 20% off GameMaker Studio 2, 35% off the 3D modeler Silo 2, 80% off Leadwerks Game Engine Pro Edition, and 25% off Aseprite, the pixel art tool.
    Check out the full sale here.

    Epic Games congratulates the winners of this year's Unreal E3 Awards, and the development teams behind these standout Unreal-powered games showcased at the Electronic Entertainment Expo (E3) in Los Angeles. There was tough competition as Epic's judging panel evaluated more than 80 Unreal-powered games throughout E3, ranging from independent gems to AAA blockbusters, each delivering impressive visuals and engaging gameplay.
    The Unreal E3 Awards recognize outstanding achievements across five distinct categories while rewarding game developers with top-of-the-line hardware from NVIDIA and Intel, who respectively provide NVIDIA GeForce RTX 2080 Ti graphics cards and an Intel i9-9900K processors, courtesy of the Intel Game Dev Program, to winning teams.
    This year's Unreal E3 Awards nominees and winners are as follows:
    Eye Candy: Nominees
    Borderlands 3 | Gearbox Software, 2K Games Final Fantasy VII Remake | Square Enix Gears 5 | The Coalition, Xbox Game Studios Star Wars Jedi: Fallen Order | Respawn Entertainment, EA The Dark Pictures Anthology - Man of Medan | Supermassive Games, Bandai Namco Entertainment Way to the Woods | Anthony Tan Eye Candy Winner: Final Fantasy VII Remake
    Biggest Buzz: Nominees
    Borderlands 3 | Gearbox Software, 2K Games Final Fantasy VII Remake | Square Enix Gears 5 | The Coalition, Xbox Game Studios Shenmue III | Ys Net, Deep Silver Star Wars Jedi: Fallen Order | Respawn Entertainment, EA The Outer Worlds | Obsidian Entertainment, Private Division Biggest Buzz Winner: Borderlands 3
    Most Engaging: Nominees
    Asgard's Wrath | Sanzaru Games, Oculus Studios Borderlands 3 | Gearbox Software, 2K Games Darksiders Genesis | Airship Syndicate, THQ Nordic Killsquad | Novarama Minecraft Dungeons | Mojang, Xbox Game Studios Phantom: Covert Ops | nDreams, Oculus Studios Psychonauts 2 | Double Fine, Xbox Game Studios Remnant: from the Ashes | Gunfire Games, Perfect World Entertainment The Outer Worlds | Obsidian Entertainment, Private Division Most Engaging Winner: The Outer Worlds
    Outstanding Original Game: Nominees
    Ancestors: The Humankind Odyssey | Panache Digital Games, Private Division Bleeding Edge | Ninja Theory, Xbox Game Studios Creature in the Well | Flight School Studio Genesis Noir | Feral Cat Den, Fell Traveller Journey to the Savage Planet | Typhoon Studios, 505 Games Lemnis Gate | Ratloop Games Canada Maneater | Blindside Interactive, Tripwire Interactive The Outer Worlds | Obsidian Entertainment, Private Division Outstanding Original Game Winner: Creature in the Well
    Unreal Underdog: Nominees
    Creature in the Well | Flight School Studio Midnight Ghost Hunt | Vaulted Sky Games, Coffee Stain Publishing Moons of Madness | Rock Pocket Games, Funcom Lemnis Gate | Ratloop Games Canada Lost Ember | Mooneye Studios Way to the Woods | Anthony Tan Unreal Underdog Winner: Midnight Ghost Hunt
    For a full recap of Unreal Engine at E3 and a range of UE developer interviews, visit: unrealengine.com/e32019.


    PIX 1906.14 Available

    By khawk, in News,

    PIX 1906.14 is now available for download here.  This release adds GPU timings to the New Timing Capture preview and further improvements to DXIL shader debugging.
    Highlights include:
    New Timing Capture Improvements Support for GPU timing data (see below) Many other usability improvements, performance improvements and bug fixes This release of PIX adds GPU Timing Data to the preview of New Timing Captures. Like with Legacy Timing Captures, GPU Timing data displays GPU work alongside your API calls; in the graph below, each bar represents the Top of Pipe to End of Pipe duration of a GPU operation on the Command Queue:
    New pixtool features: New ‘launch’ options: –remote, –force11on12, –ignore11on12.  Run “pixtool –help launch” for more information. Added ‘take-new-timing-capture’ command.  Run “pixtool –help take-new-timing-capture” for more information. GPU Capture Improvements New event list control – can now pin columns, sort without losing hierarchy as well as general performance improvements Fixed issue with extremely slow capture-time performance when using reserved resources (previously this was worked around by copying dxcompiler into the same directory as the title) Fixed various shader debugging issues Learn more and view the full release notes here.

    Lumberyard Beta 1.19 is now available for download. Check out the Release Notes for information on the 150+ new features, improvements, and fixes that can be downloaded from https://aws.amazon.com/lumberyard/downloads/.
    Some highlights include:
    New Dynamic Vegetation System. Procedurally generate a diverse and detailed biome in minutes instead of manually placing and painting in vegetation. Lumberyard’s new vegetation components support a wide range of artistic expressions and fine-grained control over the scale, density, and distribution in your biomes. You can also improve runtime performance by configuring segments of vegetation to be placed or removed at runtime based on player location and gameplay events. Major updates to Script Canvas. Create even more dynamic behaviors and gameplay without having to code or rely on expert engineers. Updates to Script Canvas introduce support for containers such as arrays and maps, new Script Events that enable you to send events between graphs and scripts, and new graph validation and debugger features so you can find, diagnose, and fix invalid graphs more quickly. Other highlights include optimizations to the Starter Game sample project so it is performant on mobile devices, and new Cloud Canvas features that help you prepare Cloud Gem-powered online services for production. Read the Amazon GameTech Blog for more information.

    Version 1.93 of the Vulkan Hardware Capability Viewer is now available for Windows, Linux, and Android at https://vulkan.gpuinfo.org/download.php (or from Google Play).
    This version fully supports Vulkan 1.1 and adds support for:
    VK_EXT_fragment_shader_interlock VK_NV_shader_sm_builtins VK_KHR_depth_stencil_resolve properties VK_EXT_buffer_device_address features VK_EXT_pci_bus_info features  

    Epic Games today welcomes Houseparty, the synchronous social network that connects users face-to-face with family and friends, to the Epic family. By joining forces, Epic and Houseparty can more effectively build upon their shared vision of empowering human connection through collective social experiences.
    "Joining Epic is a great step forward in achieving our mission of bringing empathy to online communication," said Sima Sistani, Co-founder and CEO of Houseparty. "We have a common vision to make human interaction easier and more enjoyable, and always with respect for user privacy."
    "Houseparty brings people together, creating positive social interactions in real time," said Tim Sweeney, founder and CEO of Epic Games. "By teaming up, we can build even more fun, shared experiences than what could be achieved alone."
    Houseparty will remain available as a standalone product, and Houseparty users can continue to access the platform as they normally would, with friendships remaining the same. If a user has accounts with both Houseparty and Epic Games, accounts will remain separate, and data will not be shared across the two.
    For more information, please visit the Houseparty blog: https://medium.com/p/8b6344a4d8e2/

    Verizon and the NFL today announced that submissions for the Verizon 5G NFL Mobile Gaming Challenge are now open. The challenge calls on U.S.-based game developers to create a football-themed mobile game that harnesses the power of Verizon 5G Ultra Wideband on consumer devices.
    Submissions are open until August 11, 2019 at verizon5Glabs.com/NFL-challenge.  For full details, please see the Official Rules here.   
    Semi-finalists will be announced on September 5 and up to two (2) finalists will have the opportunity to debut the final, commercial-version of the selected game at Super Bowl LIV in Miami.   
    A panel of judges made up of technology, gaming, 5G and sports experts from Verizon and the NFL will judge the submissions based on maturity and scalability, innovation and the tools being used in the creation.
    The winning teams will have an opportunity to receive $400,000, access to Verizon 5G Labs, as well as 5G technology and gaming mentors. This challenge is also part of the Built on 5G program which is designed to inspire and support breakthrough innovations in every industry using Verizon 5G Ultra Wideband. The high bandwidth and low-latency of Verizon 5G Ultra Wideband will enable technologies like cloud gaming and more.
    The challenge is part of a two-year innovation partnership between Verizon and the NFL to jointly develop new products and services that utilize 5G and other future technologies to enhance NFL games and the overall fan experience.
    The challenge and innovation partnership, which also includes development of in-stadium experiences and the use of emerging video streaming technology, is an expansion of Verizon’s long-standing partnership with the NFL. This includes mobile distribution of live games and other NFL content across its massive mobile network and distributed through Verizon Media’s Yahoo Sports; unique experiences for customers enrolled in the Verizon Up rewards program at key NFL events including the Super Bowl, Pro Bowl, NFL Scouting Combine and the NFL Draft; and coordination with individual NFL teams and venues on stadium technology to help improve operations and connectivity for fans.
    Quote from Nicki Palmer, Senior Vice President of Technology and Product Development, Verizon
    “Verizon 5G Ultra Wideband offers a whole new creative playground for developers to push the limits of what’s possible and disrupt mobile gaming.” “5G’s high bandwidth and low-latency have the potential to totally transform the gaming experience. By putting the power of our Ultra Wideband network in the hands of the many fans of the NFL, we believe we’ll see some gaming concepts we couldn’t even have imagined before 5G.”  
    Quote from Rachel Hoagland, Vice President, Head of Gaming & eSports, NFL
    “Gaming continues to be a great platform for millions of NFL fans to deepen their engagement with our sport. We’re excited to untap the power of Verizon’s 5G Ultra Wideband and have its potential applied to new gaming ideas that will help cultivate the next generation of our fans.”
    See the official rules here.

    Unity has released the second asset pack from the Unity Icon Collective.
    Buried Memories Volume 2: Serekh is the second release from the Unity Icon Collective, an initiative from the company that  strives to democratize high-end asset production. It includes everything a creator might need to bring elements of this world to life in their own projects -- including the creature, who is highly customizable with replaceable features (horns, ears, tail, spikes, etc..).
    The pack includes a fully lit environment consisting of two sections: the Service Area and the Main Chamber. It’s a modular sci-fi lab built from walls, floors, trims, scaffolding, other structural elements, and a multitude of props – more than 100 assets in total. The character is sculpted, fully rigged with more than 100 animations, and integrated into Unity.
    The pack includes two music tracks that you can remix within any Unity project. You can use the individual audio stem files to create a subtle ambiance or full soundtracks. All files are exported in WAV, 44.1Khz at 16 Bit.
    Learn more from the blog post. Unity released Volume 1: Yggdrasil in November of last year here.

    Lightstream, an innovator in live streaming technology, today announced its recently acquired platform Arsenal.gg, the industry-leading discovery and analytics tool for live video game streaming content, will add automated game key delivery for game publishers and developers.
    “Thousands of verified broadcasters use Arsenal.gg to understand how their content is being received by their audience,” said Stu Grubbs, Lightstream CEO. “Key delivery allows a publisher or studio to focus on their game while running a large influencer campaign, so broadcasters of all sizes discover their game authentically. Broadcasters are able to request instant access to games that they are genuinely interested in, studios and publishers get all the data they need, and we handle the rest.”
    Benefits to Broadcasters
    Broadcasters can discover new games they’re interested in creating content around. A streamlined application process creates more opportunities for broadcasters of all sizes to reach out to game studios. Broadcasters can manage their previous requests, check status, and ensure they’re not duplicating requests.
    Benefits to Publishers
    Arsenal streamlines the entire process of managing game keys – automating the process and saving community and influencer managers time and effort. Because every applicant must authorize their streaming account, publishers can be confident that the broadcaster applying is who they say they are.
    Arsenal saves developers and publishers time by providing:
    In-depth broadcaster metrics: Every applicant’s statistics are instantly available within Arsenal - saving the time of exploring each broadcaster’s channel individually and guessing at their audience size and engagement. Game key management: Uploaded keys will be tracked automatically by Arsenal,  eliminating the need to manage spreadsheets to avoid sending duplicate keys to broadcasters. Automated approval: Set minimum eligibility requirements to instantly approve and send a game key to qualified broadcasters. Broadcasters that don’t meet the automatic approval criteria are placed in a queue, so developers can quickly review on a case-by-case basis. Dynamic reporting: A reporting dashboard is automatically created that tracks every broadcast using keys delivered with Arsenal.gg. to see how much content and views are being generated for every key delivery campaign. Benefits to Indie Developers
    Qualified indie developers are able to create a Key Delivery campaign for free. This helps accelerate the growth of smaller studios by improving discoverability by influencers and their audience. It also augments their team, saving time from manually managing, verifying, and emailing game keys.
    Current Key Delivery Campaigns
    World-class game publishers, indie game developers, and brand leaders are among Arsenal's impressive roster of industry clients and include Raw Fury, 505 Games, and Team17.
    Broadcasters can log in now and view active Key Delivery campaigns:
    Raw Fury - Sable - https://app.arsenal.gg/campaign/id/5ceda288d92cc20001043bc7 505 Games - Brothers: A Tale of Two Sons - https://app.arsenal.gg/campaign/id/5ceefc9dd92cc20001043c65 Team17 - Hell Let Loose - https://app.arsenal.gg/campaign/id/5ceeb0a9d92cc20001043c31 These clients have access to data across thousands of games and millions of broadcasters. They can search across over 8 Million broadcasters by games played, language, affiliation, or popularity across the six most popular streaming platforms - Mixer, Twitch, Facebook, YouTube, Mobcrush and Smashcast.
    Arsenal’s streamer analysis can incorporate broadcast details with breakdowns by game, usual time and day of broadcasts, growth and viewership metrics, active days per week, and averages of stream hours by day, minutes watched and viewers per broadcast.
    For brands and developers interested in a demo or a meeting with Lightstream about the Arsenal platform during E3, please reach out to Reed Scarfino at reed@arsenal.gg and Jeff Royle at jeff@arsenal.gg.
    Visit https://app.arsenal.gg/campaigns to browse Key Delivery campaigns. For more information and to sign-up for Arsenal’s free analytics platform please visit, https://arsenal.gg. Be sure to follow Lightstream on Twitter and at https://www.golightstream.com.

    NVIDIA has posted the first part of a two-part technical deep dive written by Morgan McGuire, Adam Marrs, and Alexander Majercik that discusses Dynamic Diffuse Global Illumination, introducing DDGI and reviewing global illumination. DDGI creates realistic rendering for games by computing diffuse lighting with ray tracing, allowing developers to extend their existing light probe tools, knowledge, and experience with ray tracing to eliminate bake times and avoid light leaking. Now that hardware-accelerated programmable ray tracing is accessible for developers (DXR, VulkanRT, OptiX, Unreal, Unity), global illumination can be computed in many ways with DDGI as another strategy to expand developers' options.
    NVIDIA highlights the advantages and potential costs of DDGI and provides more definition of global illumination. For example:
    Check out the full article here.

    AMD (NASDAQ: AMD) today announced that its new AMD Radeon™ Pro Vega II GPUs will be included in the all-new Mac Pro. Built on industry-leading 7nm process technology, AMD Radeon™ Pro Vega II GPUs provide groundbreaking levels of graphics performance for computation-intensive tasks, including rendering, 8K video, video effects, and other high-end content creation workloads.
    AMD Radeon™ Pro Vega II GPUs provide exceptional computational performance by harnessing 7nm AMD Radeon Vega family GPUs, ultra-fast High Bandwidth Memory (HBM2), and AMD Infinity Fabric Link GPU interconnect technology that dramatically enhances data-transfer speeds between GPUs. Providing up to 14 TFLOPS of single-precision floating-point (FP32) performance and up to 28 TFLOPS of half-precision floating-point (FP16) performance, AMD Radeon™ Pro Vega II GPUs are optimized for powering demanding professional applications.
    “Today’s high-end professional content creation applications are driving an insatiable need for ever increasing levels of processing power and memory,” said Scott Herkelman, corporate vice president and general manager, Radeon Technologies Group at AMD. “Equipped with Radeon™ Pro Vega II GPUs, the new Mac Pro delivers the computational horsepower and memory bandwidth to power ultra-high screen resolutions and help dramatically accelerate compute and content creation workloads, enabling creative professionals to focus on unleashing their creativity and delivering amazing results.”
    “AMD continues to develop amazing graphics technologies to accelerate workflows for professionals who rely on DaVinci Resolve for faster color correction and editing,” said Dan May, president, Blackmagic Design. “Radeon Pro Vega II delivers outstanding performance, especially when DaVinci Resolve is put to work with 8K video footage combined with various filters.”
    Key capabilities and features of AMD Radeon™ Pro Vega II GPUs include:
    Leading-edge compute performance – The AMD Radeon™ Pro Vega II GPU delivers up to 14 TFLOPS of single-precision FP32 performance and up to 28 TFLOPS of half-precision FP16 performance. Support for Infinity Fabric Link GPU interconnect technology – With up to 84GB/s per direction low-latency peer-to-peer memory access1, the scalable GPU interconnect technology enables GPU-to-GPU communications up to 5X faster than PCIe Gen 3 interconnect speeds2. Ultra-fast HBM2 memory – 32GB of high-speed HBM2 memory delivers 1TB/s memory bandwidth, providing the memory capacity and data transfer speeds required by today’s high-resolution, multi-display setups, 8K video, and other demanding content creation workloads. For more information about the Mac Pro visit www.apple.com/mac-pro.
    Supporting Resources
    Learn more about AMD Radeon™ Pro Vega II GPUs here Become a fan of AMD on Facebook Follow AMD on Twitter Follow Radeon™ Pro graphics on Twitter

    Epic Games has now released Unreal Engine 4 support for the Microsoft HoloLens 2 in early access. The early access support is live on GitHub, giving developers access to APIs for the platform’s unique features. Production-ready support for HoloLens 2 will ship in Unreal Engine 4.23, due out this summer.
    The latest documentation is on GitHub and an introductory talk from Microsoft Build provides information on common development tasks. The new Windows Mixed Reality sample project, shown at Microsoft Build, is also available for download.

    Studio Wildcard today launched its fourth ARK Modding Contest to reward the amazing work that the modding community contributes to the vibrant ARK: Survival Evolved universe. The contest comes with a total of $35,000 in cash prizes for the winning creators or creative teams, with two separate prize pools for each category: Mods and Maps.
    Mod authors new and old are unlocking the power of the Unreal Engine, using their sheer creativity and ingenuity to produce their amazing creations. Past contests have elicited amazing contributions from the talented mod community to the ARK world such as the Ragnarok map, Valhalla, Tribe Wars, just to name a few! View an overview of past mod entries here.
    Interested modders should first jump into the Epic Store launcher to download the ARK development kit, then join the ARK community, participate in the Unreal Engine ARK Modding forum, and find content in the Unreal Engine Marketplace. Once ready modders can then share their creations with the ARK player community using Steam Workshop. NOTE: Modders have 1 day left to grab the 10 free custom packs available to download in the Unreal Engine Marketplace - download them now! Official rules of the contest can be found here.
    In order to be eligible, all ARK mod creations must be first submitted during the four-week entry phase from 5/30/19 - 6/29/19. Once the submission phase ends,  a two-week voting phase will begin where all fellow players can show support for their favorite mods.
    ARK community members who vote for their favorite mod will be automatically entered to win an ARK: Survival Evolved Collector’s Edition signed by the development team!
    In June 2015, Studio Wildcard brought the full power of Unreal Engine 4 tools and development resources to the ARK: Survival Evolved modding community with one of the first custom mod editors. Since that time thousands of bespoke creations have been made available to the community!

    Immersal has announced their AR Cloud SDK at AWE 2019 after private testing by 250 developers. The large-space AR SDK allows developers to build apps and games around indoor navigation, AR gaming, AR ads, industrial maintenance AR, retail space AR, and more. In a matter of minutes any large, physical space can be AR-enabled and digital objects can be anchored to it with ease.
    "Immersal is one of the first SDK’s on the market that supports cross-platform markerless 6DOF indoor positioning and tracking, which is a major component for next-generation augmented reality  applications", explains Lex van der Sluijs, Co-founder and CTO, TWNKLS.
    Multiple large-space AR apps has been launched with it, e.g. for the movie theater chain Finnkino, part of Odeon Cinemas Group, owned by AMC. One AR app using the SDK has also been released by flyAR for Caverion, a 2.2 billion euro service company in building systems, construction services, and services for industry. Here’s a video of the Caverion app: 
    “It was important for us to be the first commercial SDK company in the large-space AR”, says Immersal CEO Jufo Peltomaa. "Market shares are being taken right now, even before the headsets. It’s relatively easy to get some kind of a large-space AR demo working, but it’s a completely different effort to produce something commercially viable and working in practice, with real customers - and we have done just that!” smiles Peltomaa.
    Less than a week ago Immersal raised 0.9M€  funding consisting of angel investments, Sisu Game Ventures investment and Kasvumoottori Growth Engine ecosystem funding from Business Finland (the public funding agency for research funding in Finland). Immersal will finalize the round in the following months by raising 0.7M€ more.
    “Markerless, accurate large-space AR is now here to stay and the world will never be the same again! Our endgame is to use the apps’ end users to collect a global, AR-enabling infrastructure, AR Cloud", explains CEO Peltomaa, visibly happy and enthusiastic. “We know that it’s a humongous thing to dream about, but we see no reason why we couldn’t do it”, explains Peltomaa on his way to AWE stage to do the product launch.
    Get the Immersal AR Cloud SDK at immersal.com/try-now/.

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