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Unreal Engine February 2020 Marketplace Giveaway

It’s the first Tuesday of the month, meaning its time for the monthly Unreal Engine Marketplace giveaway! Every month Epic Games gives away several assets from the Unreal Engine marketplace, so long as the assets are “purchased” before the start of next month’s giveaway.

The February 2020 giveaway includes:

· Amplify LUT Pack

· Auto Settings

· Combat Systems – Constructor

· First Person Puzzle Template

· Open World AI Spawn System

Additionally, the following asset has been made available as part of the permanently free collection:

· Advanced Locomotion System V4

You can learn more about the monthly giveaway on the Unreal Engine blog and by watching the video available below.

[youtube https://www.youtube.com/watch?v=uDaVZM-iYIs&w=853&h=480]

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Godot Receives Epic MegaGrant

The Epic MegaGrant program was first announced at GDC of 2019 and is a $100M fund by epic games to support game developers, open source projects and others.  The Godot Engine project just joined past recipients such as the Blender foundation, receiving a cool 1/4 million USD in funding.

The story was broke by Gaming On Linux, but has been all but confirmed by Tim Sweeney, CEO at epic, in this Twitter exchange.

image

Details from GamingOnLinux:

Some good news to share for the free and open source Godot Engine, as the lead developer Juan Linietsky announced during GodotCon that Epic Games have approved them for an Epic MegaGrant.

This was announced during Linietsky’s talk on porting Godot Engine over to the Vulkan API, which is coming with Godot Engine version 4.0 later this year. Epic Games have approved them for a sum of $250,000 USD which they’ve known for a little while, but they only just got the okay to announce it.

The GodotCon YouTube livestream video link is available here.  You can learn more about the Epic MegaGrant program here or by watching the video below.

EDIT – There is not an official news story up on the Godot website.

[youtube https://www.youtube.com/watch?v=j-rpsLCVKpU&w=853&h=480]

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TerreSculptor World Building Tool Hands-On

TerreSculptor is a free Windows based application for creating landscapes and terrains for games and other media.  Starting life in 2005 as a tool for creating maps for the Unreal Developer Kit, the tool has come a long way in the years since.

On Demenzun Media homepage, TerreSulptor is described as:

It all started back in 2005 with the HMCS HeightMap Conversion Software, as a need to convert various heightmap file formats to Epic’s proprietary Unreal Engine G16 format.  As an Unreal Engine licensee, developer, and consultant, I wrote this utility for free use for Engine Licensees and Community Mappers.

2008 saw the release of HMES, an updated build of HMCS with limited editing capabilities.  Both of these tools are still available for download.

In 2010, TerreSculptor was born out of the desire to create a powerful 3D application that rivaled all existing terrain heightmap software.  The initial public alpha release was delivered in 2012.

Since then, TerreSculptor has continued to evolve and become more powerful and feature rich.  TerreSculptor is now one of the main terrain tools available to the industry.  Over it’s lifetime to-date, TerreSculptor has had more than 50,000 downloads, and like its predecessors, it remains free software for any use.

TerreSculptor is still under active development, with the recent 2.0 release happening earlier this year.  In the following video we go hands-on with this powerful tool and show how quickly and easily you can create terrain for your game.  As part of the video below, we showcase how you can import real world data-sets, in this case captured from the massive USGA Earth Explorer website.  TerreScultpor is available as a free download here and is comprehensively documented here.  If you like the software, consider supporting the developer on Patreon where you can get early release access, as well as access to sample projects and more.

[youtube https://www.youtube.com/watch?v=BrI3i5FfmLc&w=853&h=480]

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Game AI Pro 3 Now Available Free

Steve Rabin, the editor of book Game AI Pro 3 have just released the title completely for free on their website http://www.gameaipro.com/.  Due to details with their publisher the book rights remain those of CRC Press and cannot be redistributed or hosted anywhere else.  Additionally the book is split into multiple chapters, each available as individual PDF chapters, although merging multiple PDFs is a relatively simple task if preferred.

Links to each chapter:

Section 1: General Wisdom

1. The Illusion of Intelligence, Steve Rabin
2. Creating the Past, Present, and Future with Random Walks, John Manslow demo code
3. Logging Visualization in FINAL FANTASY XV, Matthew W. Johnson, Fabien Gravot, Shintaro Minamino, Ingimar Hólm Guðmundsson, Hendrik Skubch, and Youichiro Miyake
4. What You See Is Not What You Get: Player Perception of AI Opponents, Baylor Wetzel and Kyle Anderson
5. Six Factory System Tricks for Extensibility and Library Reuse, Kevin Dill
6. Debugging AI with Instant In-Game Scrubbing, David Young
7. But, It Worked on My Machine! How to Build Robust AI for Your Game, Sergio Ocio Barriales

Section 2: Architecture

8. Modular AI, Kevin Dill and Christopher Dragert
9. Overcoming Pitfalls in Behavior Tree Design, Anthony Francis
10. From Behavior to Animation: A Reactive AI Architecture for Networked First-Person Shooter Games, Sumeet Jakatdar
11. A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines, Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro, Prasert Prasertvithyakarn, and Takanori Yokoyama
12. A Reusable, Light-Weight Finite-State Machine, David “Rez” Graham
13. Choosing Effective Utility-Based Considerations, Mike Lewis
14. Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI, Nicolas A. Barriga, Marius Stanescu, and Michael Buro

Section 3: Movement and Pathfinding

15. Steering against Complex Vehicles in Assassin’s Creed Syndicate, Eric Martel
16. Predictive Animation Control Using Simulations and Fitted Models, Ingimar Hólm Guðmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
17. Fast Cars, Big City: The AI of Driver San Francisco, Chris Jenner and Sergio Ocio Barriales
18. A Unified Theory of Locomotion, Graham Pentheny
19. RVO and ORCA: How They Really Work, Ben Sunshine-Hill
20. Optimization for Smooth Paths, Mark Langerak demo code
21. 3D Flight Navigation Using Sparse Voxel Octrees, Daniel Brewer
22. Faster A* with Goal Bounding, Steve Rabin and Nathan R. Sturtevant
23. Faster Dijkstra Search on Uniform Cost Grids, Steve Rabin and Nathan R. Sturtevant

Section 4: Tactics and Strategy

24. Being Where It Counts: Telling Paragon Bots Where to Go, Mieszko Zieliński
25. Combat Outcome Prediction for Real-Time Strategy Games, Marius Stanescu, Nicolas A. Barriga, and Michael Buro
26. Guide to Effective Auto-Generated Spatial Queries, Eric Johnson
27. The Role of Time in Spatio-Temporal Reasoning: Three Examples from Tower Defense, Baylor Wetzel and Kyle Anderson
28. Pitfalls and Solutions When Using Monte-Carlo Tree Search for Strategy and Tactical Games, Gijs-Jan Roelofs
29. Petri Nets and AI Arbitration, Sergio Ocio Barriales
30. Hierarchical Portfolio Search in Prismata, David Churchill and Michael Buro

Section 6: Character Behavior

31. Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture, Sebastian Hanlon and Cody Watts
32. Paragon Bots: A Bag of Tricks, Mieszko Zieliński
33. Using Your Combat AI Accuracy to Balance Difficulty, Sergio Ocio Barriales
34. 1000 NPCs at 60 FPS, Robert Zubek
35. Ambient Interactions: Improving Believability by Leveraging Rule-Based AI, Hendrik Skubch
36. Stochastic Grammars: Not Just for Words!, Mike Lewis demo code
37. Simulating Character Knowledge Phenomena in Talk of the Town, James Ryan and Michael Mateas

Section 7: Odds and Ends

38. Procedural Level and Story Generation Using Tag-Based Content Selection, Jurie Horneman
39. Recommendation Systems in Games, Ben G. Weber
40. Vintage Random Number Generators, Éric Jacopin demo code
41. Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression, Jeff Rollason
42. Building Custom Static Checkers Using Declarative Programming, Ian Horswill, Robert Zubek, and Matthew Viglione

On the same page you can also download first and second editions of the Game AI book series.  Awesome contribution from the editor and all the various others and such a huge wealth of knowledge being shared.

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Godot 3.2 Released

After 10 months in development, Godot 3.2 has been released.  The release includes dozens of new features including C# support for Android and WebAssembly, glTF2.0 support, a new Android build system and a ton more.

The primary features of the Godot 3.2 release include:

This only represents the top level features, there were a ton of smaller changes and improvements, for a complete list of changes check out the complete changelog.  You can learn more about this release in the video below.

[youtube https://www.youtube.com/watch?v=WoVMAUJeqTU&w=853&h=480]

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Unity 2019.3 Released

Unity just released version 2019.3 containing several long awaited packages that are now ready for prime time.  The two programmable pipelines (HDRP and URP) are both considered verified at this point, as are a number of other key packages.

Highlights from the 2019.3 release include;

  • High Definition Render Pipeline now verified
  • Universal Render Pipeline now verified
  • Visual Effect Graph now verified
  • Update UI including new font, icons and better highDPI performance
  • Improved Package Manager including ability to install from git
  • New Asset Database system
  • New Input system
  • Incremental Garbage Collector now no longer experimental
  • DOTS GameObject converter in preview
  • Unity Live Link
  • Havok Physics for DOTS now available
  • Configurable Enter Play Mode optimizations

You can learn more about the features in this release on the Unity blog or by watching the video below.

[youtube https://www.youtube.com/watch?v=0x_7B7bCJq4&w=692&h=389]

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Ursina Engine

The Ursina Engine is a recently released open source Python based 3D game engine.  The Ursina Engine is built on top of the well established Panda3D game engine (learn more here).  Key features of the Ursina Engine include:

* hotreload code/textures/models while in-game
* automatic import of .psd and .blend files
* play in fullscreen while developing
* easy to use mesh class for making procedural geometry
* lots of included procedural 3D primitives

The Ursina Engine is available for Windows, Mac and Linux with the source code available on GitHub under the MIT license.  To get started with the Ursina Engine you need to have Python 3.6 or later installed as well as the pip package manger and git.   Once installed, simply run the command:

pip install git+https://github.com/pokepetter/ursina.git

If you encounter a permissions error, add the –user parameter to the above line.  From the examples, here is the code required to create an application and display a grid:

from ursina import * app = Ursina() r = 8 for i in range(1, r): t = i/r s = 4*i print(s) grid = Entity(model=Grid(s,s), scale=s, color=color.color(0,0,.8,lerp(.8,0,t)), rotation_x=90, position=(-s/2, i/1000, -s/2)) subgrid = duplicate(grid) subgrid.model = Grid(s*4, s*4) subgrid.color = color.color(0,0,.4,lerp(.8,0,t)) EditorCamera() app.run() 

You can learn more about the Ursina Engine in the video below.

[youtube https://www.youtube.com/watch?v=aCpBzdciU0o&w=853&h=480]

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Unity Discuss Future Of VR/AR Support

Over on the Unity blog there is a discussion of the upcoming changes to VR and AR support in Unity 2019.3.  The Unity engine is migrating to a new plugin based framework called the Unity XR SDK.

We have been working to improve our multi-platform offering, enabling direct integrations through a unified plugin framework. The resulting tech stack consists of an API that exposes common functionalities across our supported platforms in a frictionless way for creators while enabling XR hardware and software providers to develop their own Unity plugins. This architecture offers the following benefits:

  • Multi-platform developer tools such as AR Foundation and the XR Interaction Toolkit
  • Faster partner updates from supported plugins via the Unity Package Manager
  • More platforms have access to an interface to leverage Unity’s XR rendering optimizations and developer tools

Unity has developed new XR plugins for our supported platforms as part of this shift. Additionally, we have deprecated our built-in platform implementations in 2019.3.

With the move to a plugin architecture future support for OpenXR will be handled by Valve in the future.  From version 2019.3 onward, GearVR, Daydream and Vuforia will no longer be supported, forcing you to use the Unity 2018 LTS release if you wish to support those platforms.  Additionally Google Cardboard support is ultimately going to be provided by this Google open source project.

In comments there was further details about VR/AR support improvements in the Unity 2019.3:

Hi Felix, Unity’s 2019.3 release is coming soon, and there are new features in XR that will roll out in that update. In 2019.3, we have enabled Vulkan for Oculus Quest, using multiview fixed foveated rendering (FFR). Additionally, the Universal Rendering Pipeline (URP) and High-Definition Rendering Pipeline (HDRP) are both supported in our XR SDK, and will continue to be supported. Lastly, our new XR Plugins are compatible with the new input system. That means if you add the Magic Leap XR Plugin and Input System packages, for example, you will get the controller layouts for Magic Leap devices.

You can learn more about the changes in the video below.

[youtube https://www.youtube.com/watch?v=st7vFrogWWc&w=853&h=480]

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Tiled 1.3.2 Released

Tiled, the open source map editing software, just released version 1.3.2.  Along side that release was a development snapshot with new features that will be available in the next release.  If you want learn Tiled we have an in-depth tutorial series available here.

Details of the 1.3.2 release:

  • Fixed initialization of selected layers (#2719)
  • Fixed stamp action shortcuts not being configurable (#2684)
  • Fixed the tileset view to respect the ‘wheel zooms by default’ preference
  • Fixed insertion position when using drag-n-drop to rearrange layers
  • Fixed displayed layer data format in Properties
  • Fixed repeating of export when map is saved by a custom command (#2709)
  • Fixed issue when multiple worlds are loaded that use pattern matching
  • Issues view can now be hidden by clicking the status bar counters
  • macOS: Fixed black toolbar when enabling OpenGL rendering (#1839)
  • Windows: Fixed context menus activating first item on release (#2693)
  • Windows installer: Include the ‘defoldcollection’ plugin (#2677)
  • Windows installer: Signed by SignPath
  • libtiled: Avoid inheriting Properties from QVariantMap (#2679)
  • docs: Added some notes to Python and JavaScript pages (#2725)
  • Updated Qt from 5.12.5 to 5.12.6
  • Updated Finnish translation (by Tuomas Lähteenmäki and odamite)
  • Updated part of Italian translation (by Katia Piazza)

As well as details from the developmental release:

Tinting Layers

Layers can now be tinted by multiplying their pixels with a color. This way you can darken or colorize your graphics in various ways without needing to set up separate images for it! The new “Tint Color” property is supported on tile layers, object layers and image layers, and is inherited from group layers.

Object Alignment

Ever since tile objects were added as a feature, their alignment has been inconsistent with the other shapes. Whereas a rectangle had its origin in the top-left, tile objects had their origin in the bottom-left (or even bottom-center, on isometric maps). While useful in some contexts, this inconsistency has annoyed many people over the years.

Now, a new tileset property specifies which alignment to use for tile objects using that tileset. If you set it to top-left, the tile objects will align consistently with the other objects. But of course you could also choose for bottom-center or center alignment depending on your needs.

Object Reference Properties

This change is a big step towards the Connecting Objects feature, which is planned for Tiled 1.4. You can now choose “object” as the type when adding a custom property, and the property will be interpreted as a reference to an object on the map, referring to it by its unique ID. A special dialog makes it easy to search for the object you want to refer to and the name of the referenced object will be displayed.

Tiled is available as a free download for Mac, Windows and Linux here.  The source code for Tiled is available on GitHub.

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Phaser Editor 2.1.6 Released

Phaser Editor just released version 2.1.6.  Phaser Editor is an open source commercial game editor built on top of the Phaser game engine built on top of the Eclipse editor.  The 2.1.6 release brings Phaser editor to parity with the most current versions of Phaser and Eclipse.

Details from the release notes:

Phaser 3.22.0

The latest version of Phaser is now built-in. It is included in the project wizards, the Scene Editor, and the Phaser Labs tools.

The Phaser runtime files of your old projects are not updated. If you wish to update your game runtime to the new Phaser version you should do it manually. Learn more about it in the docs.

Eclipse IDE

We updated the editor to the latest Eclipse version (2019-12).

Asset Pack

  • #139: Use relative names of asset pack files in the new file dialogs:

  • #137: Bugfix: the New File wizard adds the new file to all the asset packs.

  • #138 Parameter to use the container folder as the key prefix of the new file items.

Now you can enable the Use container folder as a prefix for new asset keys parameter. It is in the global preferences (Window > Preferences > Phaser Editor > Asset Pack Editor). By default it is disabled.

If the parameter is enabled, when you add new assets it will use the name of the container folder of the asset pack as the prefix of the new key. For example, if you add a file background.png and the asset pack file is in the folder level3, then the new key will be level3.background. Only in case of scene files, the prefix is ignored.

Texture Packer

  • #141 Show import button in Properties.

macOS Mojave users are experiencing problems to drop files into the Texture Packer editor. We added a new button in the Properties view to import the files selected in the Blocks view.

Text editors

  • #142: Bugfix: cursor is lost in a text editor after save (Windows 10).

Phaser Editor is available for download on Linux, Mac and Windows here.  PhaserEditor is open source under the EPL license available here on GitHub.  Learn more seeing Phaser Editor in action in the video below.

[youtube https://www.youtube.com/watch?v=aCRf83Eaa0w&w=853&h=480]

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