khawk

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khawk last won the day on October 4

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About khawk

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    Co-founder of GameDev.net

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  1. 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.
  2. 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. View full story
  3. It works as a list. The announcement is a temporary solution until more can be done for the Challenges.
  4. 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.
  5. 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. View full story
  6. Found some potential issues and resolved them. If it still doesn't work there's one thing with your profile that might need to be fixed, but I'll wait until you confirm it's still not working.
  7. How about site-wide as an Announcement? Also, need more challenge submissions.
  8. We're looking at this. Account integration appears to have broken after an upgrade.
  9. I'm not sure why this broke, but yes I'll take a look soon.
  10. Unity 2017.2 Now Available

    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/.
  11. Unity 2017.2 Now Available

    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/. View full story
  12. 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.
  13. 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. View full story
  14. Blogs. Am I limited to 5?

    Yes. If this is needed then let me know, and we'll talk.