FreeGameDev Planet - Development

Also check out the games planet.

June 22, 2017

Cocos2d-x

Interview with the developer of World of One

Cocos2d-x is a game engine and we see a lot of great games made using it. Every once in a while a project comes along that uses Cocos2d-x in a unique way. We are excited to talk with Grimwood Team,

by Virginia Hong at June 22, 2017 08:10 AM

June 20, 2017

Godot Engine

Make 2d games with Godot, last day on Kickstarter

There are but a few days left on the Kickstarter campaign. It's been an enormous success, with over 4 times the initial goal! The backers unlocked every stretch goal, including 4 contributions to the official documentation. Here's what will improve in the coming year.

June 20, 2017 03:00 PM

June 19, 2017

OGRE

x3ogre presented on the Web3D 2017

At this year’s Web3D conference in Brisbane a new Ogre based X3D viewer, called x3ogre, was presented.

X3D is an ISO specified file format for 3D file transmission and interchange which is now natively available to Ogre.
The Web3D is a scientific conference concerning technologies like WebGL, X3D and glTF.

The presented viewer is called x3ogre and provides a layer for loading and manipulating X3D files inside Ogre.
Vice versa the Ogre Material and Mesh formats also become accessible inside X3D files.

To put the viewer on the Web the x3ogre leverages Emscripten and the GLES2 RenderSystem to get translated to WebGL2 and WebAssembly.

The MIT licensed implementation is available on github.

Even if you have no interest in using X3D, this is a good reference how to put Ogre on the Web and do JavaScript interoperability.

by Pavel Rojtberg at June 19, 2017 12:22 PM

Cocos2d-x

Cocos Creator v1.5.1 released!

In this version we have fixed a lot of issues from testing and user feedback, some of the major ones that will have a great impact include: 1. Improve the async callback mechanism when downloading assets, increase speed of the

by Virginia Hong at June 19, 2017 06:38 AM

Castle Game Engine

Castle Game Engine 6.2 release – iOS, CommonSurfaceShader…

We’re proud to announce the release of Castle Game Engine 6.2!

Download it from our main page.

New features in this release:

  1. Trivially easy recompilation of your games for iOS (through an XCode project). You can now use our build tool to recompile the same game for all our platforms (desktops, Android, iOS, web plugin…). The iOS documentation was extended to describe everything necessary.

  2. CommonSurfaceShader is our new “material on steroids” that allows you to configure material by normalmaps, specular maps, shininess maps, ambient maps… We include an extensive documentation and examples of it (in new demo models).

  3. Improved Blender exporter. It’s now easier to install (it’s now a normal Blender add-on), and it can generate a CommonSurfaceShader node with all the goodies described above. The artist can now comfortably set normalmaps, specular maps and much more in Blender, and they “just work” in the engine.

    The CommonSurfaceShader and Blender exporter improvements were implemented thanks to the support on Patreon. If you like what we do, please consider supporting the engine development on Patreon. This really helps me spend more time on the engine, and develop cool features like this!

  4. Other build tool improvements, for all platforms:

  5. Other API and examples improvements:

    • TSound.Offset to get/set sound offset in time.
    • Sound/music player in examples/audio/audio_player_scrubber.
    • STL format support
    • Our ray-tracer now supports textures and smooth normals.
    • TCastleEdit (example in examples/2d_standard_ui/edit_box/ )
    • Application.ParseStandardParameters, Application.Version

Together with the new engine, we also release a new version of view3dscene 3.17.0, our viewer for X3D and other 3D formats. As a tool developed using the Castle Game Engine, it inherits all the enhancements 🙂 You will probably be most interested in new CommonSurfaceShader node and STL format support.

by michalis at June 19, 2017 01:20 AM

June 16, 2017

Castle Game Engine

Sound player/scrubber using Castle Game Engine

I made a simple sound/music player using the Castle Game Engine 🙂 It is available in the engine sources in examples/audio/audio_player_scrubber .

It has all the features you would expect:

  • Volume,
  • Loop,
  • Sound offset (position in time) control,
  • Programmer-designed user-interface (ah, this brings back good memories:).
  • It can open wav and ogg files, and plays them using OpenAL.

It was coded to show that TSound.Offset works cool. It’s a new property added today (for Eugene Loza, see here), allows to get/set the sound offset (aka “position in time”).

You can view the code on GitHub.

by michalis at June 16, 2017 08:21 PM

June 15, 2017

Castle Game Engine

Design-time editing of 3D world (initial fun), many other improvements

First of all, I hope to finish and release Castle Game Engine 6.2.0 this weekend! So, watch this page closely.

The next release 6.4.0 will focus on Delphi compatibility, and start of visual editing (of 3D world and 2D controls) within Lazarus and Delphi. In all the pre-release excitement, I started playing around with it already today 🙂 I added a property RenderAtDesignTime to the Lazarus OpenGL control (patch here), and I made a simple design-time menu to add a sphere to the SceneManager at Lazarus design-time. See the screenshots!

In other news, there is a bunch of engine features done recently, not announced properly yet. Here they are (officially coming in 6.2.0 release this weekend):

  1. Rendering of normalmaps (through CommonSurfaceShader.normalTexture or Appearance.normalMap) was improved to work even when no diffuse texture is defined.
  2. TCastleEdit: a simple edit box. Demo in examples/2d_standard_ui/edit_box/game.pas . Not perfect, but already useful anyway 🙂
  3. New build tool command “generate-program”, to generate perfect starter program code and Lazarus lpi.
  4. Added easy Application.ParseStandardParameters method to the TCastleApplication in CastleWindow, may be useful for your standalone games.
  5. image_convert (in examples/images_videos/) has an additional command-line option –alpha-bleed, to perform “alpha bleeding” in batch mode.
  6. Added TDebug3DCustomTransform – a simple reusable utility to debug bounding boxes and spheres of T3DCustomTransform (like T3DTransform or T3DOrient). A generalized version of what you get for creatures (the ones from CastleCreatures unit) when you use RenderDebug3D.
  7. x3d-nodes-to-pascal is our new tool to parse X3D nodes and produce skeleton code to glue X3D with Object Pascal.

by michalis at June 15, 2017 11:58 PM