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December 14, 2017

Castle Game Engine

Discord, video tutorials ideas

Now we can talk about Castle Game Engine on Discord! You’re all invited, please come and talk:)

Also, I have some ideas for new ways to show CGE using video tutorials. Some of them may be for Patrons, some may be publicly available but requested by Patrons. All ideas and comments are welcome, the post is here.

by michalis at December 14, 2017 07:47 AM

Godot Engine

Introducing the new "last minute" Lightmapper

A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.

December 14, 2017 12:00 AM

December 11, 2017

Godot Engine

Get ready for FOSDEM and GodotCon 2018!

In February 2018, the Godot Engine community invites you to meet together at the FOSDEM (3 & 4 Feb) and the GodotCon (5 & 6 Feb), both in Brussels, Belgium and with dozens of Godot users and contributors, including our lead developer Juan Linietsky coming all the way from Buenos Aires. FOSDEM is a huge free and open source software-focused event with over 8000 attendees. Coming right after FOSDEM in the same city, GodotCon is a small but Godot-focused event with talks, workshops and many activities around our favourite engine.

December 11, 2017 08:44 PM

December 10, 2017

Castle Game Engine

December 09, 2017

LibGDX

libGDX 1.9.8 released

libGDX 1.9.8

Mr. Tomski has graced us with another release, all on his own! Here’s what’s new.

Included in 1.9.8 are a few minor fixes, as well as some hot fixes for box2d build errors from 1.9.7.

Support for iPhoneX by default in new projects was added. For existing projects you can just add the launch images as shown in this commit https://github.com/libgdx/libgdx/commit/02dcf57e567e6fcb72cc4bf9ac981adfd20ee2ae

We’ve also updated to Bullet 2.87.

And it wouldn’t be a libGDX release without at least one breaking change! FrameBuffers ‘basic’ constructors are back, no more static methods to instantiate basic versions of FrameBuffers.
This is to make it easier for subclassing and extension. See https://github.com/libgdx/libgdx/pull/4882 for discussion.

Changelog

[1.9.8]
- Add iPhoneX images
- Fix MacOS issue with GL_ARB_texture_float extension check
- Fix AtlasTmxMapLoader tileset tile id offset
- Bullet: updated to 2.87, see: http://bulletphysics.org/wordpress/?p=485
- API Addition: Possibility to specify TexturePacker settings for resampling when scaling.
- API Addition: Support for customizing render buffer attachments in GLFrameBuffers
- API Change: Revert to constructors for GLFrameBuffers for easier customization

Happy coding,
The libGDX team

by Mario at December 09, 2017 06:53 PM

Godot Engine

Let people touch Godot!

Maybe you have already seen an AdPod around. They are three-sided giant multitouch capable screens. The company behind them customizes them for very important customers for promotion campaings for things like movies (Disney, Universal).

They "skin" the device cosmetically for the targeted product and develop interactive apps that run on them. People walking by can interact with them, something which creates great product awareness and also entertains.

Now they have decided to use Godot for such development work! The switch from the well-known non-free engine they were using formerly has been a wise decision.

December 09, 2017 08:30 AM

Castle Game Engine

Lots of engine improvements (from the last 2 weeks), mobile view3dscene in-progress

There’s a lot of new stuff to announce:

  1. Jan Adamec is developing a mobile view3dscene: a viewer for various 3D and 2D models our engine can handle (X3D, Collada, Spine JSON…) designed to run on Android and iOS!

  2. You can use the <custom_options> in CastleEngineManifest.xml to specify custom FPC options for compiling your game.

    Thanks to Jan Adamec, you can also specify custom options on the build tool command-line: add something like --compiler-option=-dMY_SYMBOL to the castle-engine compile|simple-compile|package ... command.

  3. New section in manual about optimizing PNG loading.

  4. New engine demo test_bump_mapping, to easily show bump mapping (with steep parallax, and self-shadowing) with animated light working everywhere — on mobile too.

  5. GLFeatures.Memory to query GPU memory information. This way you can easily detect graphic cards with lower memory (e.g. test GLFeatures.Memory.LessTextureMemoryThan(1024)), to eventually load some alternative (e.g. smaller) textures.

  6. When loading Spine JSON models, the atlas name is now more eagerly auto-detected. Loading various examples from official Spine installation will now (again) work.

  7. New feature allows to apply fog from SceneManager.MainScene to the rest of SceneManager.Items . See UseGlobalFog. This is enabled by default, thus potentially changing the way your game looks. I decided to enable it by default, as it’s consistent with UseGlobalLights, which is also enabled by default.

  8. RenderControlToImage is a new powerful function to easily render any TUIControl (like a scene manager, TCastleSceneManager!) into an RGBA image. It uses using off-screen rendering and FBO underneath (and thus you’re not limited to your window size).

  9. Thanks to Jan Adamec, you can now associate files to open with iOS application. An equivalent for Android is in-progress 🙂 See the CastleEngineManifest.xml in view3dscene-mobile for example usage. The Window.OnDropFiles callback will be called when user will use our application to open a specified file type on a mobile device.

  10. Creature corpses using TCreatureResoure by default no longer collide. Change TCreatureResoure.CollidesWhenDead (or collides_when_dead in resource.xml file of the creature) if necessary.

  11. Fixes and a huge optimization for CastleCreatures if you have many (like > 50) creatures on your level.

  12. Jan Adamec wrote a nice documentation how to set up FPC to compile from Mac OS X for iOS and Android on. Things are a little more complicated than usual there, due to having both 3.0.2 and 3.0.3 compilers.

  13. The option --fpc-version-iphone-simulator of the build tool is auto-detected now by default. So it will be 3.0.5 for FPC 3.0.4, and thus work correctly out-of-the-box in more cases.

  14. Also, look what Michalis is doing right now: Wyrd Forest – terrain and spawning fun 🙂 See code on GitHub.

by michalis at December 09, 2017 12:50 AM

December 08, 2017

Godot Engine

Bugs: Let's catch 'em all this Saturday 9 December

Both testers and developers are doing a great job, but we need to go ever faster to get Godot 3.0 out as soon as possible - especially now that the master branch is in feature freeze, meaning that new features will have to wait for Godot 3.1 to be merged.

We propose to have a special bug hunting day on Saturday, 9 December, to focus on fixing the bugs reported for the 3.0 milestone. Testers are also encouraged to use this opportunity to file new bug reports, after checking existing issues for potential duplicates.

December 08, 2017 07:02 PM

OGRE

Game highlight – iUBES:2

Today we want to highlight one of the many games based on Ogre3D that have come out recently. This time: iUBES:2

We asked the team behind the game if they could share some insights into the Ogre3D usage and how the game was built in general, and codrer was kind enough to provide those:

  • iUBES was developed using Visual Studio Express + Ogre 1.9 ; I didn’t upgraded simply because everything was running perfectly fine, without any need for additional power. Even if I’m looking forward to try out Ogre 2.x in the near future.
  • From my point of view, one of the main advantage of using Ogre engine is that it doesn’t carry any overweight. For this indie / somehow minimalistic design, it’d be a shame to ask for consequent configuration: Ogre helps iUBES running on almost any low-end laptop (DX9/ XP/ integrated graphics…).
  • At this time I only released a Windows/DX9 version of the game. However, beta testers proved the game to be running perfectly through Play On Linux / Play On Mac steam emulation. I was quite surprised actually.
  • No change have been made to Ogre, the game simply dynamically links to ogre’s dll right from the SDK. I only had to use my own functions for a couple of optimizations like math (hundreds of units bouncing on a spherical ground consume a lot of trigonometry), strings functions, … those kind of small things.
  • I didn’t use further libraries than Ogre itself. I even decided at some point to discard OIS (I feel more confortable using windows API directly). Everything else (GUI, winsock, directsound…) has been written from scratch for maximum flexibility.
  • Again that’s one of the things I DO love with Ogre: this is a pure rendering engine which doesn’t mix unrelated things like most game engines do. We can create our very own setup.
  • Except from trees and the iubes themselves which are very low-poly assets created using 3DS, the world is entirely procedural. Ogre’s ManualObject class was a huge friend.
  • As each building is build up bloc per bloc (hundreds), Ogre’s convertToMesh() method could have been a bottleneck. Hence each construction is split between a couple of meshes, then piled up and revamped from time to time during runtime.
  • Apart from water which use a classic 2.0 fragment shader, all the other textures are using the fixed pipeline. Terrain and Constructions use VertexColourTracking plus modulative detail textures. Since meshes are built procedurally, vertex colours have major benefits here (using basic math to finely darken inner faces of a building to improve lighting, and so on).
  • Fun fact: while I use PSSM hand written shadows on other projets, for this game I switched back to… built-in Ogre shadows (i.e. SHADOWTYPE_TEXTURE_MODULATIVE). Apart from some very little glitches, it fits quite perfectly my spherical world!
  • At this point I may confess that I’m a huge fan of the K.I.S.S. principle…
  • At the end of the day, this game only uses a fragment of Ogre’s capabilities, but benefits utterly from its versatility. “Hey let’s make a procedural RTS online game in a spherical world” – for such a custom idea, Ogre was the obvious way to go.

You can see more videos and screenshots on Steam where you of course can also purchase the game.

If you too want a spot on the news for your Ogre powered application, then you can e-mail us at .

 

 

by Pavel Rojtberg at December 08, 2017 01:19 PM