FreeGameDev Planet - Development

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July 19, 2017

SGE Game Engine

SGE 1.5.1 Released

Yesterday, I finally got around to submitting a hook for uniseg to PyInstaller, and I also finalized the 1.5.1 release of the Pygame SGE. The differences compared to version 1.5 are:

  • Uniseg is now an optional dependency.
  • The way fonts are handled has been tweaked. The previous attempt to alias common fonts has been removed, and the default font has been changed from the Pygame default to an assortment of monospace fonts, so Pygame's default font is only ever used as an absolute last resort. (The reason I wanted to do this in particular is because attempting to use the default Pygame font with PyInstaller crashes the game, and I wasn't able to figure out why. But the monospace fonts are a better default choice in my opinion anyway.)

by Julie Marchant at July 19, 2017 08:20 PM

July 17, 2017

Spring

Engine Testing - 104.0-RC1

First release-candidate for 104.0!

Major Changes since 103.0
  • Added LuaMenu
  • GL3.0 set as the minimum required OpenGL version
  • Improved memory management to allow multiple Spring.Reload() calls.
  • A zillion bug fixes

Changes in Detail:
changelog.txt
git diff last rc to HEAD

Download
See the download page for how to get it.

Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt to the report!

Happy testing! :-)

by hokomoko at July 17, 2017 09:06 PM

Castle Game Engine

Dragon Bones

You can now create 2D animations in Dragon Bones, a free software for 2D animations. It is a bit like Spine, but free! It can export to “Spine JSON” format, compatible with Spine (almost – it required a tiny trivial fix on the engine side). See how to export to Dragon Bones guide.

by michalis at July 17, 2017 06:47 PM

OGStudio

OpenSceneGraph guide

OpenSceneGraph guide
This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.

June marked the finish of OpenSceneGraph cross-platform guide with the publishing of the last (initially planned) tutorial. The tutorial describes how to build and run sample OpenSceneGraph application in Web using Emscripten.
In case you missed it, here’s a link to the final application. Open it in your web browser.

We started to compose the guide in February when we successfully managed to render a simple model on desktop, mobile, and web.
We spent 120 hours in five months to produce ten tutorials of the guide.

We have been doing OpenSceneGraph cross-platform guide for two main reasons:

  1. Keep OpenSceneGraph cross-platform knowledge in easily accessible and reproducible form
  2. Share the knowledge with OpenSceneGraph community to make it stronger

We believe we succeeded in both. Here’s why:

  1. The guide repository has more “stars” (aka “likes”) than any other repository of ours
  2. OpenSceneGraph project leader Robert Osfield said “Great work”, which means a lot
  3. The guide already has two issues

Reaching our goal of researching OpenSceneGraph cross-platform development and providing the knowledge back to the community just made us happier.

However, our journey does not stop here. Using the knowledge of the guide, we now continue to work on bringing our tools to support desktop, mobile, and web, just as we promised in January.

That’s it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.

by kornerr at July 17, 2017 09:28 AM

July 14, 2017

IoQuake3

Auto-Update Update

Ryan “icculus” Gordon has surprised us with a cross-platform auto-updater for ioquake3.

Created thanks to contributions to his patreon campaign, here’s how Ryan describes it:

I’ve written an autoupdater for ioquake3, with the intention of the game operating much like Google Chrome…it just stays up to date and you don’t really notice. This has been a long-time wishlist item for the ioq3 team…as they are locked out of platforms like Steam, they’ve been stuck telling people to download the game over and over, maybe migrating their mods, or live without new features and fixes.

Once this solidifies, the official builds will just keep staying up to date, which is pretty sweet. And of course, this is optional, so it won’t interfere with distro packages and such.

We still need to implement the network infrastructure behind the update mechanism, but this is a very important and large first step on that road.

You can browse the code in this pull request and this update that added more security features to the process.

Or read more about the updater in these three blog posts from Ryan:

  1. Project: ioquake3 autoupdater
  2. ioquake3 autoupdater: now with Linux support!
  3. ioquake3 autoupdater: now with Windows support!

Please contribute to Ryan’s patreon campaign if you enjoy his work.

If you’d like to support ioquake3  in a roundabout way I am selling t-shirts and hoodies for Nuclear Monster.

ioquake3 is an entirely volunteer-run project and we still need your help, please check out this page on our wiki for more information.

by TimeDoctor at July 14, 2017 08:46 AM

July 13, 2017

Castle Game Engine

Generics.Collections in the book and CGE

To help you familiarize with the Generics.Collections unit, I wrote a nice chapter about it in the “Modern Pascal Introduction”. It’s a longer chapter, with 4 nice examples using containers from Generics.Collections.

In the related news: complete migration to Generics.Collections in Castle Game Engine is done 🙂 We now use Generics.Collections for all the purposes where we previously used the FGL and CastleGenericLists units. This brings us closer to Delphi compatibility, and it makes code better (Generics.Collections works with records out-of-the-box, it has a TDictionary with a much cleaner API, etc.)

Also, Michalis is back from vacations, with lots of new strength 🙂

by michalis at July 13, 2017 11:55 PM

Cocos2d-x

Cocos Creator v1.5.2 released!

When in the beta phase, Cocos Creator v1.5.2 has already got a log of of positive feedback. On the track of v1.5.1 patch, this version continues to further strengthen the stability and enhance the efficiency. The following describes the highlight…

by Virginia Hong at July 13, 2017 08:04 AM