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Articles by Gustavo Rincones
Quixel Joins Epic Games
Kicking off Unreal Academy London, Epic Games today announced the acquisition of Quixel, creator of the world’s largest photogrammetry asset library and bundled toolset, with all Quixel Megascans becoming free for all use with Unreal Engine. In addition, Epic announced significant Unreal Engine developments that streamline functionality to offer elegant solutions for creators across all industries.
Unity Optimization: Your Scene Hierarchy is Robbing you
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy. [The original entry with its formatting can be found at Unity Optimization: Your Scene Hierarchy is Robbing you Performance] What's the crack with the hierarchy now? I want to show you something. Launch Unity and open your game project. Then, run your game on your target device and attach the Unity Profiler to it.
An easy way to make falling leaves
By bzt Hi, I'd like to convert two aiScenes. Scene A is loaded from an arbitrary model, which can have any node structure and any mTransformations. Scene B is a more digestable, strict one: it's mRootNode has the mTransformation of identity matrix, and has all the meshes. Skeletons are stored as mRootNode's children, without meshes, their mTransformation matrices converted for the new mRootNode. I'm able to convert everything, except for aiNodeAnim objects.
UE4 Marketplace Product Announcement - Cuttable Spline System
It features physics and destruction; intended to be a content rich, lower cost entry into rope simulations. The sliced off sections can be further cut. Use own meshes or ones provided. Combine with custom materials and extra features to create unique spline actors.
Crab - Creature Sound Effects released - Bluezone Corporation
Bluezone presents 'Crab - Creature Sound Effects', an immersive collection of 155 meticulously recorded and designed sea creature sounds. Created mainly for adventurous film, documentary and video game sound designers, all sounds provide new ideas and allow the creation of countless inventive and original projects.
Apress Humble Book Bundle on Game Development
Apress is offering many of its books on Game Development as part of the Humble Bundle: Developing Your Own Games. The proceeds from the sale would support the charities EveryLibrary, Girls Who Code, and Book Industry Charitable Foundation (Binc). The whole Bundle is available on Pay What You Wish offer. Normally, the total cost for the ebooks in this bundle is as much as $1,316. However, buying through this offer, you choose the price and increase your contribution to upgrade your bundle.
Magnum 2019.10 Released
Version 2019.10 of the Magnum engine has been released. The new release of the open source C++ graphics middleware library for games and data visualization brings Python bindings, Basis Universal texture compression, improved STL interop, and more. Check out the full release announcement at https://blog.magnum.graphics/announcements/2019.10/.
Khronos Releases Vulkan Unified Samples Repository
The Khronos Group has released the Vulkan Unified Samples Repository, a central location where anyone can access Khronos-reviewed, high-quality Vulkan code samples.
PixelCast 9, Untitled Goose Game, Mode 7, and a Memory Leak!
In episode 9, Jeremy discusses Untitiled Goose Game and a principle, that making games is like playing Apples-to-Apples with your "silly" friends.
Unreal Engine Marketplace Adds Another Year of Free Content, including from Infinity Blade
Epic Games today announced a year-long extension of featured free content via the Unreal Engine Marketplace, providing assets, tools, and plugins to accelerate the production of high-quality 3D games and experiences, at no cost to creators. New featured content will be released on the first Tuesday of every month beginning on November 5.
pygame book
The pygame book project has begun. It's called "pygame 4000" and is a book project by one of the main contributors of the pygame project. Not only does the book aim to cover Python programming, but also aims to cover C, and the GLSL shading language.
Unity Releases FPS Video Game Template
Unity has announced they have partnered with Montreal-based indie studio iLLOGIKA to create a first-person shooter video game template (or "Microgame"). This template is intended to help new users get started in Unity with a simple, functional game. New developers can follow the guided tutorials that come with the template, teaching them how to edit and customize the game to make it their own.
Dev Preview of New DirectX 12 Features
Microsoft just posted a blog post previewing the new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback. For DXR tier 1.1, Microsoft has worked with GPU vendors and game developers to implement these new additions: Support for adding extra shaders to an existing Raytracing PSO Support ExecuteIndirect for Raytracing, which enables adaptive algorithms where the number of rays is decided on the GPU execution timeline.
DOOM: The GameDev Challenge Recap
The DOOM: GameDev Challenge ended last week. Congratulations to all who managed to complete the challenge! It's always cool to see members in the community complete projects like this, and some of these entries turned out more "complete" than we might have expected for 2 months of development. Here's the list of completed projects, in no particular order: Owl Shooter (Manager Killer) Member: @Homeship Unity-based Doom-like gameplay with Steam release plans.
Tim Sweeney on the State of the Games Industry, Social Gaming, and the Metaverse
On Friday SIGGRAPH posted a live, in-session audio recording from the annual SIGGRAPH conference of the SIGGRAPH 2019 talk, "THRIVE: Foundational Principles & Technologies for the Metaverse" by Epic Games founder and CEO Tim Sweeney. In the talk, Sweeney discusses the state of the game industry, the rise of creator-centric and social gaming, what the "metaverse" really is, and what it will take to build the medium on a larger scale before finishing with a Q&A session.
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