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    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.

    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:

    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

    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/.

    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.


    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/

    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.


    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.”


    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/.

    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/

    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.

    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.

    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.

    NVIDIA has released the UE4.17 integration of VRWorks at the VRWorks Github. VRWorks enables developers with VR technology in their Unreal Engine 4 games through a suite of APIs, libraries, and engines provided through custom UE4 branches on Github.
    Learn more at https://developer.nvidia.com/nvidia-vrworks-and-ue4.

    Amazon has announced that starting October 2, Amazon GameLift will  support per-second billing for game instances. Amazon GameLift is a managed service for deploying, operating, and scaling dedicated game servers for session-based multiplayer games, making it easier for developers to manage infrastructure, scale capacity to lower latency and cost, match players into game sessions, and defend from DDoS attacks.
    All newly launched and already running Linux-based Amazon GameLift instances in all 14 AWS Regions will be billed per instance-second. 

    Bluezone Corporation releases 'Battlecruiser - Spaceship Sound Effects', a new sound library covering a wide range of designed SFX. This downloadable sample pack is loaded to arm all sound designers with an arsenal of 154 meticulously designed spaceship elements such as: Alarms, command center ambiences, deep exterior and interior ambiences, machine room backgrounds and drone sounds, energy elements, high tech interface sounds and beeps, massive reactor rumbles, explosions, spaceship passby and transmission sounds. 
    Editor : Bluezone
    Reference : BC0240
    Delivery : Download link
    Download size : 1000 MB
    Extracted size : 1020 MB
    Format : WAV
    Resolution : 24 Bit / 96 kHz
    Channel : Stereo
    License : Royalty free
    Total files : 165
    Total samples : 154 WAV
    Additional details : 11 folders
    More information : Battlecruiser - Spaceship Sound Effects


    Unreal Engine 4.18 Preview 1 Released

    By khawk, in News,

    Epic has made the first Preview build of Unreal Engine 4.18 available through the Epic Games launcher. Developers can now experiment with volumetric lightmaps, enhanced static skylight directionality, major clothing tool upgrades, the revamped Physics Asset Editor and Media Framework 3.0. Improvements have also been made to support for both Google's ARCore and Apple's ARKit. The desktop forward renderer on iOS, used in the Wingnut AR demo at WWDC 2017, is now available as well.
    A full list is available on the UE forums.

    CRYENGINE has released their latest version with support for Vulkan, Substance integration, and more. Learn more from their announcement and check out the highlights below.
    Substance Integration
    CRYENGINE uses Substance internally in their workflow and have released a direct integration.
    Vulkan API
    A beta version of the Vulkan renderer to accompany the DX12 implementation. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage. 

    Entity Components
    CRYENGINE has addressed a longstanding issue with game code managing entities within the level. The Entity Component System adds a modular and intuitive method to construct games.
    And More
    View the full release details at the CRYENGINE announcement here.

    Unity has jumped into the world of machine learning solutions with their open beta release of the Unity Machine Learning Agents SDK (ML-Agents SDK).
    Released on Github, the SDK brings machine learning to games, allowing researchers and developers to create intelligent agents that can be trained using reinforcement learning, neuroevolution, or other machine learning methods through a Python API.

    Features include:
    Integration with Unity Engine Multiple cameras Flexible Multi-agent support Discrete and continuous action spaces Python 2 and 3 control interface Visualizing network outputs in the environment Tensorflow Sharp Agent Embedding (Experimental) Learn more about these features and more at the Unity blog announcement.

    Zettabyte MPR, LLC and Geek Side Magazine are proud to announce the third Power-Up Digital Games Conference (PDGC). As with the previous two events, the event will be 100 percent FREE and take place on the chat app Discord. This is set to take place October 25-28, 2017 (Wednesday through Saturday).
    Just like the previous two PDGC events, the third one comes with a subtitle/theme to its ideology. PDGC: Syntax Error brings focus to problems that need solutions. The entire point of the online conference has always been to help indie and game developers learn from those in the know. Old masters and those new to the industry alike come together to give their advice and wisdom. The thought process is there are a lot of issues, problems, and errors in games, but there are just as many solutions to solve them.
    The PDGC has always been a free event meant to help educate and inspire developers, aspiring game industry newbies, or just anyone that is willing to listen to people that have a ton of experience. The best part about the conference is that it’s digital, meaning there’s no need for travel, hotels, or even to leave the house. Discord allows people to join from all edges of the world using PC, Mac, mobile, or even just on the website.
    “I’ve always said that this is an event that you can participate in and be a part of while wearing your pajamas,” said Jesse Collins, founder and host of the biannual PDGC, “The fact that you can enjoy this anywhere, at no cost, is part of the Conference’s DNA. I’m here to help the game dev community and this is my way of giving back.”
    The previous two Conferences were themed Words of Wisdom and The Devs Strike Back, respectively. Each had their own set of special guests and events. All of it was produced with nothing more than passion, zero budget, a minimal volunteer staff, and partnerships to help boost the signal to the masses.

    Billy Joe Cain (Founder/President, Radical Empathy Education Foundation)
    Blair and Jean Leggett (CTO and CEO, One More Story Games)
    Chris Pusczak (CEO, SymbioVR)
    Dave Vogt (CEO, The Ludicrous Ones)
    David Baity (CTO, Crimson Leaf, LLC)
    Deniz Opal (CTO, Hologram LTD)
    Elizabeth Olson (Principal, Strategic Marketing, PR & BizDev Consulting)
    Gregory MacMartin (CEO, Interdimensional Games)
    Heidi McDonald (Creative Director & Head Troublemaker, iThrive)
    Japheth Dillman (CEO, CLEVR; CCO, YetiZen; VP of Content, PlayTable)
    Joerg Droege (Founder & Writer, Scene World Magazine)
    Justin Klinchuch (Independent Designer, Defend The Cake)
    Kate Edwards (Board of Directors member, Take This)
    Laurent Mercure (Communications Officer, Chainsawesome Games)
    Mark Soderwall (Founder, Indie Game University)
    Matt Scibilia (Executive Producer, Gameshastra)
    Mike Jaret-Schachter (VP of Business Development, Running With Scissors)
    Nolan Clemmons (Founder, Clemmons.io; CMO, The Knights of Unity)
    Rebecca Heineman (President, Olde Skuul)
    Renee Gittins (Creative Director / CEO, Stumbling Cat)
    Richie Bisso (President, Hyperkinetic Studios)
    Rupert Meghnot (CXO, Burnout Game Ventures)
    Russ Pitts (Board Chairman & Executive Director, Take This)
    Sherif Botros (CEO, Autonomicity Games Inc.)
    Yulia Vakrusheva (Director of Public Relations, tinyBuild)
    Alongside Zettabyte MPR, LLC, who is handling the marketing and public relations, the PDGC has partnered up with veteran game developer website, GameDev.Net to help spread the word. GameDev.Net is a renowned social platform formed in 1999 dedicated to teaching and connecting game developers, making this a perfect fit as a partnership. In addition, Jesse Collins (Host/Founder, PDGC) is bringing along his newly formed Geek Side Magazine to help within the event, as well.
    While attendance has always been free, a donation link is going to be available to enable participants to give to the event. Donations are split evenly with a charity. For the PDGC: Syntax Error, Take This will be the primary charity recipient for PDGC: Syntax Error, with game industry veterans Kate Edwards (Board of Directors member, Take This) and Russ Pitts (Board Chairman & Executive Director, Take This) both speaking at the event.
    All talks are recorded and released for educational purposes after the event, in high-quality format, so participants need not feel like they must to attend every talk. However, special guest speakers do frequently interact with those in attendance, so it’s definitely recommended to attend live.
    On top of it all, giveaways are done sporadically and often, across a range of donated digital games and software, so it’s worth attending and taking part in the activities.
    “I like to keep people engaged and involved during the entire event,” Collins added. “The best way to teach is to keep people entertained, so we make sure to keep your attention.”

    Stuart Whyte, director of VR product development for Sony London Studios will deliver this year’s keynote for Develop:VR.
    Whyte, who has close to 30 years’ experience in the video games industry, starting life as an adventure
    columnist for Amstrad Action magazine, will open Develop:VR with his keynote entitled, ‘Taking VR to
    the Next Level – A Case Study in AAA Games Development’.

    In his keynote, Whyte will discuss the current state of the VR industry, the challenges and opportunities
    of AAA VR development and suggest potential solutions to maximise success for any sized studio.
    As well as the keynote, Tandem Events also announced the following sessions, with more to be
    Improve your brain – the real value of VR/AR gaming
    Faviana Vangelius, SVRVIVE
    Pioneers in the Sesert – The Reality of Developing for Virtual Reality
    Andrew Willans, CCP Games
    Love your Limitations: Defining Art for Mobile VR
    Anna Hollinrake, Climax Studios
    Collaborating with Brands to Create Magical VR
    Brynley Gibson, Kuju
    Serious VR, Making Real Money
    Tanya Laird, Digital Jam
    Drop Deadline – Delivering a Visually-Excellent, 60fps, Narrative Mobile Shooter to a Fixed Deadline with a Small Team
    James Horn, Pixel Toys
    Getting Up Close and Virtual with the Automotive Industry: Using VR for the Right Reasons
    James Watson, Imagination
    Haptics and VR – Touching Virtual Worlds
    Anders Hakfelt, Ultrahaptics
    Develop:VR is a one day conference and expo focusing on the commercial opportunities that Virtual and Augmented Reality present for today’s game developers and highlighting the tools and techniques needed to produce top selling VR and AR content.
    Develop:VR takes place on 9 November at Olympia London and delegate passes can be bought at a Super Early Bird rate, a saving of £100, until 20 September at www.developvr.co.uk.

    The GDC 2018 AI Summit is currently welcoming submissions on AI-related topics such as:
    Postmortems of the AI in recently released (or soon to be released) games – especially with a focus of “challenges faced… and overcome!” Advancements and improvements in AI architectures (e.g. behavior trees, planners, utility systems, MCTS, etc.) New architectures and approaches for AI-related problems (e.g. data-driven, modular systems, etc.) AI authoring tools Improvements in navigation and avoidance algorithms Animation control through AI systems Multi-agent coordination in tactical, strategic, or social situations Use of AI for content generation in games Use of AI for gameplay management, pacing, etc. Non-traditional uses of AI in game development applications (e.g. tools, debugging, etc.) AI for narrative generation and chatbots AI in VR, mixed reality, and AR Experimental AI designs Learn more at http://www.gdconf.com/news/nows-time-submit-talks-gdc-2018-ai-summit/.

    While not typical GameDev.net news material, we felt GamerGate has had enough of an impact on the games industry and on indie developers that it's worth sharing.
    Zoe Quinn is the indie game developer at the center of GamerGate, and now her story is coming out in her own words through her book Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate. The book was published last week and is now a #1 Best Seller.
    Crash Override tells the story of GamerGate, which started as a hate campaign directed at her but ended up turning into an attack on women and race.
    Polygon has posted a review of the book, which we recommend viewing if you're interested in learning more. You can get to the review here.
    From the Polygon review:
    You can also purchase the book from Amazon by clicking here.
    Disclosure: Links to the book on Amazon are GameDev.net affiliate links. You are supporting GameDev.net if you purchase the book through these links.


    Blender 2.79 Released

    By khawk, in News,

    Blender 2.79 has been released.

    Features include updates to:
    Denoise to get rid of render noise while preserving visual detail Filmic Color Management for more photorealistic results and better handling of HDR PBR Shader as a new surface shader node based on the Disney model Faster OpenCL with improved performance and support for subsurface scaterring, volumetrics, and optimized transparent shadows Shadow Catcher to combine CGI elements with real-life footage More Cycles Improvements for improved multithreading performance New Surface Deform modifier and improvements to existing modifiers and more Click here to view the full release and download Blender.

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