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		<title><![CDATA[Sick Gaming - Game Development]]></title>
		<link>https://sickgaming.net/</link>
		<description><![CDATA[Sick Gaming - https://sickgaming.net]]></description>
		<pubDate>Fri, 06 Nov 2026 09:05:26 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[[Dev News] Entire Quixel Megascans Library Goes Free …Again]]></title>
			<link>https://sickgaming.net/thread-114466.html</link>
			<pubDate>Thu, 05 Nov 2026 14:00:44 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114466.html</guid>
			<description><![CDATA[Epic Games have just announced that the entire Quixel Megascans library is being made available for free on Fab.  This isnt the first time it’s happened, they made them <a href="https://gamefromscratch.com/epic-games-fab-marketplace-launched/" target="_blank" rel="noopener" class="mycode_url">free at Fab’s launch</a> then <a href="https://gamefromscratch.com/get-18000-quixel-megascans-assets-free-again/" target="_blank" rel="noopener" class="mycode_url">a few months later</a> when they were migrated from Quixel to Fab.  However if you missed that chance to snag 23,000+ AAA quality assets for free you can now join in the fun.  Between November 5th and the 12th all of the Quixel assets will be made free on Fab.<br />
<br />
It was announced <a href="https://x.com/quixeltools/status/2118346475528994821" target="_blank" rel="noopener" class="mycode_url">via this Tweet</a>:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The full Quixel Megascans library is going free. Fab listings will update between now & Nov 12, so check back if an asset you want isn’t free yet.<br />
<br />
We’ve updated terms for all Quixel assets so you can train AI models on Megascans & Megaplants.<br />
<br />
Learn more: <a href="https://t.co/jX1C4jRauw" target="_blank" rel="noopener" class="mycode_url">https://t.co/jX1C4jRauw</a> <a href="https://t.co/nuMDVwvJwc" target="_blank" rel="noopener" class="mycode_url">pic.twitter.com/nuMDVwvJwc</a><br />
<br />
— Quixel (@quixeltools) <a href="https://x.com/quixeltools/status/2118346475528994821?ref_src=twsrc%5Etfw" target="_blank" rel="noopener" class="mycode_url">November 5, 2026</a></blockquote>
<br />
With the following available at the linked article:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>We’re making the full Quixel Megascans library free on <a href="https://www.fab.com/sellers/Quixel%20Megascans" target="_blank" rel="noopener" class="mycode_url">Fab</a>. We’ve also updated the terms for all Quixel assets so you can now train AI models on Megascans and Megaplants. Your AI models can now learn from real-world scans to help you generate varied, photorealistic environments for your projects.<br />
<br />
If you purchased Megascans or a Quixel Bundle on or after January 1, 2025, we’ll refund your purchase to your Epic Account Balance. You keep your license and get the new AI rights.<br />
<br />
Frequently Asked Questions<br />
<br />
How do I get a refund?<br />
<br />
We’ll refund your purchases to your <a href="https://legal.epicgames.com/epicgames/account-balance-faq" target="_blank" rel="noopener" class="mycode_url">Epic Account Balance</a>, which you can spend across Epic products, not just on Fab. To receive your refund, <a href="https://accounts.epicgames.com/account/payments?p=egs" target="_blank" rel="noopener" class="mycode_url">log into your Epic Account and accept the latest terms</a> if you haven’t already. Refunds will be visible in your Epic Account Balance by the end of 2026, and you can check your balance by logging into your Epic Account on Fab.com (top right corner).<br />
<br />
For any issues, please reach out via <a href="https://support.fab.com/" target="_blank" rel="noopener" class="mycode_url">Fab support</a>.<br />
<br />
My company has a Quixel studio license. Do the free assets apply to us?<br />
<br />
Studio licenses continue under the terms of your contract. Reach out to your representative if you have any questions.</blockquote>
<br />
Interestingly enough, I see no updates to the linked asset license, nor in the Fab EULA, so perhaps it is coming by the same November the 12th timeline.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://x.com/quixeltools/status/2118346475528994821" target="_blank" rel="noopener" class="mycode_url">Announcement Tweet</a><br />
<br />
<a href="https://quixel.com/news/update-megascans-are-going-free-again" target="_blank" rel="noopener" class="mycode_url">Megascans Free Announcement</a><br />
<br />
You can learn more about the Quixel Megascans library going free on Fab in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/iT6C8VJSosk" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></description>
			<content:encoded><![CDATA[Epic Games have just announced that the entire Quixel Megascans library is being made available for free on Fab.  This isnt the first time it’s happened, they made them <a href="https://gamefromscratch.com/epic-games-fab-marketplace-launched/" target="_blank" rel="noopener" class="mycode_url">free at Fab’s launch</a> then <a href="https://gamefromscratch.com/get-18000-quixel-megascans-assets-free-again/" target="_blank" rel="noopener" class="mycode_url">a few months later</a> when they were migrated from Quixel to Fab.  However if you missed that chance to snag 23,000+ AAA quality assets for free you can now join in the fun.  Between November 5th and the 12th all of the Quixel assets will be made free on Fab.<br />
<br />
It was announced <a href="https://x.com/quixeltools/status/2118346475528994821" target="_blank" rel="noopener" class="mycode_url">via this Tweet</a>:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The full Quixel Megascans library is going free. Fab listings will update between now & Nov 12, so check back if an asset you want isn’t free yet.<br />
<br />
We’ve updated terms for all Quixel assets so you can train AI models on Megascans & Megaplants.<br />
<br />
Learn more: <a href="https://t.co/jX1C4jRauw" target="_blank" rel="noopener" class="mycode_url">https://t.co/jX1C4jRauw</a> <a href="https://t.co/nuMDVwvJwc" target="_blank" rel="noopener" class="mycode_url">pic.twitter.com/nuMDVwvJwc</a><br />
<br />
— Quixel (@quixeltools) <a href="https://x.com/quixeltools/status/2118346475528994821?ref_src=twsrc%5Etfw" target="_blank" rel="noopener" class="mycode_url">November 5, 2026</a></blockquote>
<br />
With the following available at the linked article:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>We’re making the full Quixel Megascans library free on <a href="https://www.fab.com/sellers/Quixel%20Megascans" target="_blank" rel="noopener" class="mycode_url">Fab</a>. We’ve also updated the terms for all Quixel assets so you can now train AI models on Megascans and Megaplants. Your AI models can now learn from real-world scans to help you generate varied, photorealistic environments for your projects.<br />
<br />
If you purchased Megascans or a Quixel Bundle on or after January 1, 2025, we’ll refund your purchase to your Epic Account Balance. You keep your license and get the new AI rights.<br />
<br />
Frequently Asked Questions<br />
<br />
How do I get a refund?<br />
<br />
We’ll refund your purchases to your <a href="https://legal.epicgames.com/epicgames/account-balance-faq" target="_blank" rel="noopener" class="mycode_url">Epic Account Balance</a>, which you can spend across Epic products, not just on Fab. To receive your refund, <a href="https://accounts.epicgames.com/account/payments?p=egs" target="_blank" rel="noopener" class="mycode_url">log into your Epic Account and accept the latest terms</a> if you haven’t already. Refunds will be visible in your Epic Account Balance by the end of 2026, and you can check your balance by logging into your Epic Account on Fab.com (top right corner).<br />
<br />
For any issues, please reach out via <a href="https://support.fab.com/" target="_blank" rel="noopener" class="mycode_url">Fab support</a>.<br />
<br />
My company has a Quixel studio license. Do the free assets apply to us?<br />
<br />
Studio licenses continue under the terms of your contract. Reach out to your representative if you have any questions.</blockquote>
<br />
Interestingly enough, I see no updates to the linked asset license, nor in the Fab EULA, so perhaps it is coming by the same November the 12th timeline.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://x.com/quixeltools/status/2118346475528994821" target="_blank" rel="noopener" class="mycode_url">Announcement Tweet</a><br />
<br />
<a href="https://quixel.com/news/update-megascans-are-going-free-again" target="_blank" rel="noopener" class="mycode_url">Megascans Free Announcement</a><br />
<br />
You can learn more about the Quixel Megascans library going free on Fab in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/iT6C8VJSosk" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] The Future of Unreal Engine 6]]></title>
			<link>https://sickgaming.net/thread-114446.html</link>
			<pubDate>Wed, 04 Nov 2026 13:17:17 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114446.html</guid>
			<description><![CDATA[More details about the future of Unreal Engine 6 were revealed at Unreal Fest Tokyo 2026 building upon what <a href="https://gamefromscratch.com/unreal-engine-6-is-huge/" target="_blank" rel="noopener" class="mycode_url">we learned back in June</a>.  One tweet about the event certainly went viral:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Huh, they're also removing the option to use C++ for gameplay. <a href="https://t.co/Hmto1MjQSg" target="_blank" rel="noopener" class="mycode_url">pic.twitter.com/Hmto1MjQSg</a><br />
<br />
— Procedural Minds (@ProceduralMinds) <a href="https://x.com/ProceduralMinds/status/2117481592516137094?ref_src=twsrc%5Etfw" target="_blank" rel="noopener" class="mycode_url">November 3, 2026</a></blockquote>
<br />
The biggest things catching everyone’s attention here are the removal of Blueprints and C++ Gameplay Framework.  We actually already knew this was coming, with a major twist…  Blueprints and C++ Gameplay Framework aren’t simply being deprecated in Unreal Engine 6, they are being removed completely.  More details from show attendee <a href="https://x.com/luochuanyuewu" target="_blank" rel="noopener" class="mycode_url">YuewuDev | 罗传月武</a>:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>At the keynote of Unreal Fest Tokyo 2026 (November 3–4, 2026, Tokyo), Epic Games CEO Tim Sweeney announced significant changes for Unreal Engine 6 (UE6):<br />
<br />
Blueprints (BP) and Actors will be removed (not merely deprecated) in UE6.<br />
<br />
This is a shift from the earlier plan announced at Unreal Fest Chicago / State of Unreal in June 2026, where they were expected to remain in early versions and later be deprecated.⁠<br />
<br />
The C++ Gameplay Framework will also be abolished. Game logic will fully migrate to Verse + Scene Graph.<br />
C++ will continue to be used for core engine systems (rendering, physics, etc.), but not for the gameplay framework.⁠<br />
<br />
Reasons given: higher development productivity, better content portability/interoperability across games and ecosystems, and stronger compatibility with AI-assisted development.<br />
<br />
Epic reported significant efficiency gains from internal Verse-based work.⁠<br />
<br />
Tim Sweeney acknowledged it as a “painful change” and apologized to developers attached to Blueprints. He noted that Epic itself is experiencing the same pain (e.g., migrating Fortnite to Verse without service interruption).<br />
<br />
Migration support: AI-powered conversion tools are planned to help transition from Blueprints/C++ to Verse (exact form TBD).<br />
<br />
Projects already in development on UE5 can continue on the UE5 branch (including UE5.9 and future 5.x releases).⁠<br />
<br />
UE6 Early Access remains targeted for the end of 2027.<br />
The event also features 30+ sessions covering games (Sega, ACE COMBAT 8, etc.), film, architecture, automotive, digital twins, UEFN, MetaHuman, and deep dives into Verse/Scene Graph.<br />
<br />
Bottom line: UE6 is moving to a Verse-centric programming model and will remove the traditional Actor / Blueprint / C++ Gameplay Framework.<br />
<br />
So, What do you thinks about these changes?</blockquote>
<br />
There was also a bit of verification of the future (or lack thereof) of visual scripting in UEFN (and thus UE6):<br />
<br />
<img src="https://gamefromscratch.com/wp-content/uploads/2026/11/image-1024x649.png" loading="lazy"  alt="[Image: image-1024x649.png]" class="mycode_img" /><br />
<br />
If the idea of doing gameplay programming in Unreal Engine 6 using a combination of the Verse programming language and AI prompting doesn’t appeal to you, you are going to be stuck with Unreal Engine 5.x going forward.   On the topic of Unreal Engine 5.x, there was also this announcement:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>It’s official: 5.9 is happening and it's coming in Preview next week.<br />
<br />
It’ll include improved AI workflows, web as a target platform, rendering and animation updates, plus more.<br />
<br />
We’re making a few changes in 5.9 branch over on GitHub, and more will come in over the next few…<br />
<br />
— Unreal Engine (@UnrealEngine) <a href="https://x.com/UnrealEngine/status/2117603978489811012?ref_src=twsrc%5Etfw" target="_blank" rel="noopener" class="mycode_url">November 3, 2026</a></blockquote>
<br />
We will have more details on Unreal Engine 5.9 when the preview is released.  You can learn more about the future of Unreal Engine 6, the removal of Blueprints and the C++ Gameplay Framework and more in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/i0wZCIhqveQ" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></description>
			<content:encoded><![CDATA[More details about the future of Unreal Engine 6 were revealed at Unreal Fest Tokyo 2026 building upon what <a href="https://gamefromscratch.com/unreal-engine-6-is-huge/" target="_blank" rel="noopener" class="mycode_url">we learned back in June</a>.  One tweet about the event certainly went viral:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Huh, they're also removing the option to use C++ for gameplay. <a href="https://t.co/Hmto1MjQSg" target="_blank" rel="noopener" class="mycode_url">pic.twitter.com/Hmto1MjQSg</a><br />
<br />
— Procedural Minds (@ProceduralMinds) <a href="https://x.com/ProceduralMinds/status/2117481592516137094?ref_src=twsrc%5Etfw" target="_blank" rel="noopener" class="mycode_url">November 3, 2026</a></blockquote>
<br />
The biggest things catching everyone’s attention here are the removal of Blueprints and C++ Gameplay Framework.  We actually already knew this was coming, with a major twist…  Blueprints and C++ Gameplay Framework aren’t simply being deprecated in Unreal Engine 6, they are being removed completely.  More details from show attendee <a href="https://x.com/luochuanyuewu" target="_blank" rel="noopener" class="mycode_url">YuewuDev | 罗传月武</a>:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>At the keynote of Unreal Fest Tokyo 2026 (November 3–4, 2026, Tokyo), Epic Games CEO Tim Sweeney announced significant changes for Unreal Engine 6 (UE6):<br />
<br />
Blueprints (BP) and Actors will be removed (not merely deprecated) in UE6.<br />
<br />
This is a shift from the earlier plan announced at Unreal Fest Chicago / State of Unreal in June 2026, where they were expected to remain in early versions and later be deprecated.⁠<br />
<br />
The C++ Gameplay Framework will also be abolished. Game logic will fully migrate to Verse + Scene Graph.<br />
C++ will continue to be used for core engine systems (rendering, physics, etc.), but not for the gameplay framework.⁠<br />
<br />
Reasons given: higher development productivity, better content portability/interoperability across games and ecosystems, and stronger compatibility with AI-assisted development.<br />
<br />
Epic reported significant efficiency gains from internal Verse-based work.⁠<br />
<br />
Tim Sweeney acknowledged it as a “painful change” and apologized to developers attached to Blueprints. He noted that Epic itself is experiencing the same pain (e.g., migrating Fortnite to Verse without service interruption).<br />
<br />
Migration support: AI-powered conversion tools are planned to help transition from Blueprints/C++ to Verse (exact form TBD).<br />
<br />
Projects already in development on UE5 can continue on the UE5 branch (including UE5.9 and future 5.x releases).⁠<br />
<br />
UE6 Early Access remains targeted for the end of 2027.<br />
The event also features 30+ sessions covering games (Sega, ACE COMBAT 8, etc.), film, architecture, automotive, digital twins, UEFN, MetaHuman, and deep dives into Verse/Scene Graph.<br />
<br />
Bottom line: UE6 is moving to a Verse-centric programming model and will remove the traditional Actor / Blueprint / C++ Gameplay Framework.<br />
<br />
So, What do you thinks about these changes?</blockquote>
<br />
There was also a bit of verification of the future (or lack thereof) of visual scripting in UEFN (and thus UE6):<br />
<br />
<img src="https://gamefromscratch.com/wp-content/uploads/2026/11/image-1024x649.png" loading="lazy"  alt="[Image: image-1024x649.png]" class="mycode_img" /><br />
<br />
If the idea of doing gameplay programming in Unreal Engine 6 using a combination of the Verse programming language and AI prompting doesn’t appeal to you, you are going to be stuck with Unreal Engine 5.x going forward.   On the topic of Unreal Engine 5.x, there was also this announcement:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>It’s official: 5.9 is happening and it's coming in Preview next week.<br />
<br />
It’ll include improved AI workflows, web as a target platform, rendering and animation updates, plus more.<br />
<br />
We’re making a few changes in 5.9 branch over on GitHub, and more will come in over the next few…<br />
<br />
— Unreal Engine (@UnrealEngine) <a href="https://x.com/UnrealEngine/status/2117603978489811012?ref_src=twsrc%5Etfw" target="_blank" rel="noopener" class="mycode_url">November 3, 2026</a></blockquote>
<br />
We will have more details on Unreal Engine 5.9 when the preview is released.  You can learn more about the future of Unreal Engine 6, the removal of Blueprints and the C++ Gameplay Framework and more in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/i0wZCIhqveQ" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] November Free GameDev Assets Round-Up]]></title>
			<link>https://sickgaming.net/thread-114420.html</link>
			<pubDate>Tue, 03 Nov 2026 13:01:10 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114420.html</guid>
			<description><![CDATA[It’s time for the next Epic Games bi-monthly asset giveaway on the Fab marketplace, with 3 free assets from November 3rd to November 17th. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets (and 1 Unity asset), of course you can also expert many assets to work in other game engines, we showcase one of the Unreal Engine complete game levels exported to Godot using the <a href="https://relativegames.gumroad.com/l/unrealtogodot?a=290489843" target="_blank" rel="noopener" class="mycode_url">Unreal to Godot plugin</a> as well as one character exported to Blender using built in glb export, check out the guides below for details how. We also have several other free assets today, detailed below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fab Marketplace Giveaway &#91;Nov 3 – Nov 17&#93;</span><br />
<ul class="mycode_list"><li><a href="https://www.fab.com/listings/6c9e3f18-0b5e-4240-9aea-eecb515175c1" target="_blank" rel="noopener" class="mycode_url">Underground Tunnel</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/1898b906-d481-4a05-8515-f2b4d3b28378" target="_blank" rel="noopener" class="mycode_url">3D Platformer Game Bundle – Rail Grinding / Ziplines / Homing Attack & Dash Pads</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/126120a3-996e-4dc3-94f1-6550f0adac03" target="_blank" rel="noopener" class="mycode_url">SciFi Beast06 Bull</a><br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Unity Asset Store Publisher Giveaway</span><br />
<br />
<a href="https://assetstore.unity.com/packages/3d/characters/creatures/mushroom-cute-series-163194?aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">vFavorites 2</a> Use Code KUBACHOLAB at checkout<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bundle Foundry Free Assets</span><br />
<ul class="mycode_list"><li><a href="https://bundlefoundry.com/bundle/unreal-engine-interior-environment-asset-mega-bundle-by-dekogon?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unreal Engine Interior 3D Environment/Asset Mega Bundle – By Dekogon</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/the-complete-unity-6-blender-game-development-mega-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Complete Unity 6 & Blender Game Development Mega Bundle</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/mega-ue5-urban-environment-asset-bundle-by-scansmatter?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Modern Building Vol 1 – Mega UE5 Urban Environment & Asset Bundle by ScansMatter</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/the-blender-mastery-tutorial-bundle-by-gamedev-tv?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Get Started with Blender – The Blender Mastery Tutorial Bundle by Gamedev.tv</a><br />
<br />
</li>
</ul>
<br />
Please note Bundle Foundry free assets are available on a limited first-come-first-served basis.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Other Free Assets</span><br />
<br />
Affinity Studio for the iPad has finally been released on the <a href="https://apps.apple.com/us/app/affinity-by-canva/id6751323445" target="_blank" rel="noopener" class="mycode_url">Apple App Store</a> completely free (minus the AI bits).  You can learn more about <a href="https://gamefromscratch.com/affinity-for-ipad-released/" target="_blank" rel="noopener" class="mycode_url">Affinity Studio on the iPad here</a>.<br />
<br />
If you are interested in getting these assets into other game engines, check out our various guides available here:<br />
<ul class="mycode_list"><li><a href="https://gamefromscratch.com/using-asset-store-assets-in-other-engines-is-it-legal/" target="_blank" rel="noopener" class="mycode_url">Is It Legal to Export from Unity or Unreal Engine?</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/unreal-to-godot-amazing-new-exporter-tool/" target="_blank" rel="noopener" class="mycode_url">New Unreal To Godot Export Plugin</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/" target="_blank" rel="noopener" class="mycode_url">Exporting From Unreal to Unity/Godot/Blender/etc</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/" target="_blank" rel="noopener" class="mycode_url">Unity to Godot in Seconds</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unity-to-other-game-engines/" target="_blank" rel="noopener" class="mycode_url">Exporting from Unity to Other Game Engines</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-unreal-engine-in-minutes-with-utu/" target="_blank" rel="noopener" class="mycode_url">Move From Unity to Unreal in Minutes</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/moving-from-and-to-the-unity-game-engine/" target="_blank" rel="noopener" class="mycode_url">Moving From and To The Unity Game Engine</a><br />
<br />
</li>
</ul>
<br />
You can see all of these assets in action and several other free game development asset giveaways in the <br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/nKd9he51_E0" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below. Links on this page may help support GFS in used (and thanks if you do!).]]></description>
			<content:encoded><![CDATA[It’s time for the next Epic Games bi-monthly asset giveaway on the Fab marketplace, with 3 free assets from November 3rd to November 17th. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets (and 1 Unity asset), of course you can also expert many assets to work in other game engines, we showcase one of the Unreal Engine complete game levels exported to Godot using the <a href="https://relativegames.gumroad.com/l/unrealtogodot?a=290489843" target="_blank" rel="noopener" class="mycode_url">Unreal to Godot plugin</a> as well as one character exported to Blender using built in glb export, check out the guides below for details how. We also have several other free assets today, detailed below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fab Marketplace Giveaway &#91;Nov 3 – Nov 17&#93;</span><br />
<ul class="mycode_list"><li><a href="https://www.fab.com/listings/6c9e3f18-0b5e-4240-9aea-eecb515175c1" target="_blank" rel="noopener" class="mycode_url">Underground Tunnel</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/1898b906-d481-4a05-8515-f2b4d3b28378" target="_blank" rel="noopener" class="mycode_url">3D Platformer Game Bundle – Rail Grinding / Ziplines / Homing Attack & Dash Pads</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/126120a3-996e-4dc3-94f1-6550f0adac03" target="_blank" rel="noopener" class="mycode_url">SciFi Beast06 Bull</a><br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Unity Asset Store Publisher Giveaway</span><br />
<br />
<a href="https://assetstore.unity.com/packages/3d/characters/creatures/mushroom-cute-series-163194?aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">vFavorites 2</a> Use Code KUBACHOLAB at checkout<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bundle Foundry Free Assets</span><br />
<ul class="mycode_list"><li><a href="https://bundlefoundry.com/bundle/unreal-engine-interior-environment-asset-mega-bundle-by-dekogon?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unreal Engine Interior 3D Environment/Asset Mega Bundle – By Dekogon</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/the-complete-unity-6-blender-game-development-mega-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Complete Unity 6 & Blender Game Development Mega Bundle</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/mega-ue5-urban-environment-asset-bundle-by-scansmatter?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Modern Building Vol 1 – Mega UE5 Urban Environment & Asset Bundle by ScansMatter</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/the-blender-mastery-tutorial-bundle-by-gamedev-tv?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Get Started with Blender – The Blender Mastery Tutorial Bundle by Gamedev.tv</a><br />
<br />
</li>
</ul>
<br />
Please note Bundle Foundry free assets are available on a limited first-come-first-served basis.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Other Free Assets</span><br />
<br />
Affinity Studio for the iPad has finally been released on the <a href="https://apps.apple.com/us/app/affinity-by-canva/id6751323445" target="_blank" rel="noopener" class="mycode_url">Apple App Store</a> completely free (minus the AI bits).  You can learn more about <a href="https://gamefromscratch.com/affinity-for-ipad-released/" target="_blank" rel="noopener" class="mycode_url">Affinity Studio on the iPad here</a>.<br />
<br />
If you are interested in getting these assets into other game engines, check out our various guides available here:<br />
<ul class="mycode_list"><li><a href="https://gamefromscratch.com/using-asset-store-assets-in-other-engines-is-it-legal/" target="_blank" rel="noopener" class="mycode_url">Is It Legal to Export from Unity or Unreal Engine?</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/unreal-to-godot-amazing-new-exporter-tool/" target="_blank" rel="noopener" class="mycode_url">New Unreal To Godot Export Plugin</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/" target="_blank" rel="noopener" class="mycode_url">Exporting From Unreal to Unity/Godot/Blender/etc</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/" target="_blank" rel="noopener" class="mycode_url">Unity to Godot in Seconds</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unity-to-other-game-engines/" target="_blank" rel="noopener" class="mycode_url">Exporting from Unity to Other Game Engines</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-unreal-engine-in-minutes-with-utu/" target="_blank" rel="noopener" class="mycode_url">Move From Unity to Unreal in Minutes</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/moving-from-and-to-the-unity-game-engine/" target="_blank" rel="noopener" class="mycode_url">Moving From and To The Unity Game Engine</a><br />
<br />
</li>
</ul>
<br />
You can see all of these assets in action and several other free game development asset giveaways in the <br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/nKd9he51_E0" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below. Links on this page may help support GFS in used (and thanks if you do!).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Godot Terrain3D 1.1.0 Released]]></title>
			<link>https://sickgaming.net/thread-114400.html</link>
			<pubDate>Mon, 02 Nov 2026 15:16:26 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114400.html</guid>
			<description><![CDATA[Following a <a href="https://gamefromscratch.com/terrain3d-for-godot-hits-1-0-release/" target="_blank" rel="noopener" class="mycode_url">little over a year since the 1.0 release</a>, the most popular Terrain System for the Godot game engine – Terrain3D just had a major release.  Terrain3D 1.1.0 is now available with the following new features:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Improved mobile support<br />
Add example particle grass to extras by @Xtarsia<br />
Add contour lines shader & Hotkeys by @TokisanGames<br />
Implement uniform groups by @Xtarsia<br />
Add Generated CSharp Bindings. by @Sythelux<br />
Convert instancer MMIs from nodes to RS only by @aidandavey<br />
Add Ao packed normals by @Xtarsia<br />
Texture height vertex displacement and mesh tessellation by @Xtarsia<br />
Improve Region Blend, gizmos, shaders by @Xtarsia<br />
Add ocean mesh by @aidandavey<br />
Add example ocean shader by @TokisanGames<br />
Let Terrain3DMaterial limit the number of regions rendered by @TokisanGames<br />
Add Slope colorizer by @TokisanGames<br />
Option to use compressed color map by @stan4dbunny<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Major UI improvements including:</span><br />
<br />
Highlight selected MMI on select in asset dock by @aidandavey<br />
Add foliage instance counter to asset dock as noted in #43 by @aidandavey<br />
Add search box to Asset Dock by @aidandavey<br />
Add Live Info Panel to Asset Dock by @aidandavey<br />
Add multiselect to asset dock by @aidandavey</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/TokisanGames/Terrain3D" target="_blank" rel="noopener" class="mycode_url">Terrain3D GitHub Repository</a><br />
<br />
<a href="https://github.com/TokisanGames/Terrain3D/releases/tag/v1.1.0-stable" target="_blank" rel="noopener" class="mycode_url">Terrain3D 1.1.0 Release Details</a><br />
<br />
<a href="https://store.godotengine.org/asset/tokisangames/terrain3d/" target="_blank" rel="noopener" class="mycode_url">Terrain3D on the Godot Asset Store</a><br />
<br />
You can see the Terrain3D Godot add-on in action and learn more about the Terrain3D 1.1.0 release in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kD6GCH1odnk" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></description>
			<content:encoded><![CDATA[Following a <a href="https://gamefromscratch.com/terrain3d-for-godot-hits-1-0-release/" target="_blank" rel="noopener" class="mycode_url">little over a year since the 1.0 release</a>, the most popular Terrain System for the Godot game engine – Terrain3D just had a major release.  Terrain3D 1.1.0 is now available with the following new features:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Improved mobile support<br />
Add example particle grass to extras by @Xtarsia<br />
Add contour lines shader & Hotkeys by @TokisanGames<br />
Implement uniform groups by @Xtarsia<br />
Add Generated CSharp Bindings. by @Sythelux<br />
Convert instancer MMIs from nodes to RS only by @aidandavey<br />
Add Ao packed normals by @Xtarsia<br />
Texture height vertex displacement and mesh tessellation by @Xtarsia<br />
Improve Region Blend, gizmos, shaders by @Xtarsia<br />
Add ocean mesh by @aidandavey<br />
Add example ocean shader by @TokisanGames<br />
Let Terrain3DMaterial limit the number of regions rendered by @TokisanGames<br />
Add Slope colorizer by @TokisanGames<br />
Option to use compressed color map by @stan4dbunny<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Major UI improvements including:</span><br />
<br />
Highlight selected MMI on select in asset dock by @aidandavey<br />
Add foliage instance counter to asset dock as noted in #43 by @aidandavey<br />
Add search box to Asset Dock by @aidandavey<br />
Add Live Info Panel to Asset Dock by @aidandavey<br />
Add multiselect to asset dock by @aidandavey</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/TokisanGames/Terrain3D" target="_blank" rel="noopener" class="mycode_url">Terrain3D GitHub Repository</a><br />
<br />
<a href="https://github.com/TokisanGames/Terrain3D/releases/tag/v1.1.0-stable" target="_blank" rel="noopener" class="mycode_url">Terrain3D 1.1.0 Release Details</a><br />
<br />
<a href="https://store.godotengine.org/asset/tokisangames/terrain3d/" target="_blank" rel="noopener" class="mycode_url">Terrain3D on the Godot Asset Store</a><br />
<br />
You can see the Terrain3D Godot add-on in action and learn more about the Terrain3D 1.1.0 release in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kD6GCH1odnk" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Affinity For iPad Released]]></title>
			<link>https://sickgaming.net/thread-114390.html</link>
			<pubDate>Mon, 02 Nov 2026 14:34:49 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114390.html</guid>
			<description><![CDATA[Way back in 2024 <a href="https://gamefromscratch.com/canva-buy-affinity/" target="_blank" rel="noopener" class="mycode_url">Canva acquired Serif</a>, the creators of Affinity Photo, Designer and Publisher.  These 3 products have long been popular as affordable options for replacing Adobe applications such as Photoshop, InDesign and Illustrator.  There was much concern over what Canva would do with Affinity going forward and thankfully, their stewardship has been a good one thus far.  First thing, Canva made all <a href="https://gamefromscratch.com/all-affinity-products-now-free/" target="_blank" rel="noopener" class="mycode_url">Affinity products free</a> and merged them together into a single application – Affinity Studio.   Sadly at this point the excellent iPad versions were left behind.  Today, Canva has announced that Affinity Studio for iPad is finally available and it is also free!<br />
<br />
Details of Affinity Studio for iPad:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">ONE APP TO CRAFT IT ALL, FROM ANYWHERE AT ALL</span><br />
Creative work on iPad has always been split across apps, with a trip to desktop required to finish the job. Affinity for iPad brings it all together in one file, without losing any power. Sketch ideas, develop RAW files, edit vectors node by node, take full control of type and layouts, then send it straight to print. You can feel every change take shape under your fingertip and every curve snap into place where you touch your Apple Pencil.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">FULL PHOTO EDITING POWER ON IPAD</span><br />
Non-destructively edit photos, build composites, make intelligent selections, fine-tune RAW files, and retouch in real time. It’s a hands-on, live-editing experience that lets you reach in, refine the tiniest details, and keep pushing the image exactly where you want it to go.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">SKETCH FREELY, SHAPE PRECISELY</span><br />
Sketch out your ideas, then shape them into precise vectors. Affinity is powerful enough to design a full brand system, yet tactile enough to sketch out a logo idea mid-meeting on iPad. Tilt your Apple Pencil to shade a line, then roll the barrel in your hand to switch up the stroke as the idea takes shape. When you’re done with the drawing, switch from Sketch Studio to Vector Studio and build real curves, paths, and nodes straight over what you drew. It all happens in the same file, in real time.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PRO PAGE LAYOUT, WHEREVER YOU ARE</span><br />
Use touch and Apple Pencil to place grids, guides, text, and images with precision, then edit it all directly in your document as it updates live. From short brochures to 500-page books, Affinity gives you serious layout tools, professional color control, and everything else you need to create print-ready output on iPad.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI THAT RESPECTS YOUR CRAFT</span><br />
Creation is all about craft, and we’re here to simplify your creative journey, not complicate it. So the Canva AI Studio handles the jobs nobody really wants: clearing grain, rescuing a blurry shot, cutting out a background. You stay in charge of how far each fix goes, dialling it in until it’s exactly right, before getting straight back to the work you love. (Note: The Canva AI Studio is unlocked with a Canva premium plan. All your core photo, vector, layout and sketching tools are free.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">DESKTOP POWER AT YOUR FINGERTIPS</span><br />
Affinity for iPad isn’t just a cut-down companion; it’s a fully-fledged, creative experience built for touch. Create production-ready artwork with real curves, precise nodes, and type that stays sharp through to print. Work with thousands of fully editable layers, follow every tangent, and change your mind whenever you like. Every adjustment, filter, and effect updates live, and heavy files stay fast and smooth, while Pencil pressure, tilt, and gestures respond exactly as your hand expects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">NO ORIGINAL FILES HARMED</span><br />
Every edit in Affinity is non-destructive and your original files always stay intact, giving you the peace of mind to create freely, wherever you are.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">YOUR PSDs ARE WELCOME HERE</span><br />
Bring PSD, AI, INDD, IDML, PDF, SVG, and other file types into Affinity with layers and structure preserved.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">FREE FOR INDIVIDUALS</span><br />
True creative freedom: That’s what we’ve always wanted. To create without limits and focus on our craft. So we created something that lets you do just that. Something that enables you to create the highest quality work — anywhere — without the high costs.<br />
<br />
Download Affinity and create wherever inspiration strikes, for free.</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://www.affinity.studio/" target="_blank" rel="noopener" class="mycode_url">Affinity Studio Homepage</a><br />
<br />
<a href="https://www.affinity.studio/ipad-app" target="_blank" rel="noopener" class="mycode_url">Affinity for iPad</a><br />
<br />
<a href="https://apps.apple.com/us/app/affinity-by-canva/id6751323445#information" target="_blank" rel="noopener" class="mycode_url">Affinity Studio on iPad App Store</a><br />
<br />
You can learn more about Affinity Studio on iPad in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/M2gu_8UZh_k" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></description>
			<content:encoded><![CDATA[Way back in 2024 <a href="https://gamefromscratch.com/canva-buy-affinity/" target="_blank" rel="noopener" class="mycode_url">Canva acquired Serif</a>, the creators of Affinity Photo, Designer and Publisher.  These 3 products have long been popular as affordable options for replacing Adobe applications such as Photoshop, InDesign and Illustrator.  There was much concern over what Canva would do with Affinity going forward and thankfully, their stewardship has been a good one thus far.  First thing, Canva made all <a href="https://gamefromscratch.com/all-affinity-products-now-free/" target="_blank" rel="noopener" class="mycode_url">Affinity products free</a> and merged them together into a single application – Affinity Studio.   Sadly at this point the excellent iPad versions were left behind.  Today, Canva has announced that Affinity Studio for iPad is finally available and it is also free!<br />
<br />
Details of Affinity Studio for iPad:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">ONE APP TO CRAFT IT ALL, FROM ANYWHERE AT ALL</span><br />
Creative work on iPad has always been split across apps, with a trip to desktop required to finish the job. Affinity for iPad brings it all together in one file, without losing any power. Sketch ideas, develop RAW files, edit vectors node by node, take full control of type and layouts, then send it straight to print. You can feel every change take shape under your fingertip and every curve snap into place where you touch your Apple Pencil.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">FULL PHOTO EDITING POWER ON IPAD</span><br />
Non-destructively edit photos, build composites, make intelligent selections, fine-tune RAW files, and retouch in real time. It’s a hands-on, live-editing experience that lets you reach in, refine the tiniest details, and keep pushing the image exactly where you want it to go.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">SKETCH FREELY, SHAPE PRECISELY</span><br />
Sketch out your ideas, then shape them into precise vectors. Affinity is powerful enough to design a full brand system, yet tactile enough to sketch out a logo idea mid-meeting on iPad. Tilt your Apple Pencil to shade a line, then roll the barrel in your hand to switch up the stroke as the idea takes shape. When you’re done with the drawing, switch from Sketch Studio to Vector Studio and build real curves, paths, and nodes straight over what you drew. It all happens in the same file, in real time.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PRO PAGE LAYOUT, WHEREVER YOU ARE</span><br />
Use touch and Apple Pencil to place grids, guides, text, and images with precision, then edit it all directly in your document as it updates live. From short brochures to 500-page books, Affinity gives you serious layout tools, professional color control, and everything else you need to create print-ready output on iPad.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI THAT RESPECTS YOUR CRAFT</span><br />
Creation is all about craft, and we’re here to simplify your creative journey, not complicate it. So the Canva AI Studio handles the jobs nobody really wants: clearing grain, rescuing a blurry shot, cutting out a background. You stay in charge of how far each fix goes, dialling it in until it’s exactly right, before getting straight back to the work you love. (Note: The Canva AI Studio is unlocked with a Canva premium plan. All your core photo, vector, layout and sketching tools are free.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">DESKTOP POWER AT YOUR FINGERTIPS</span><br />
Affinity for iPad isn’t just a cut-down companion; it’s a fully-fledged, creative experience built for touch. Create production-ready artwork with real curves, precise nodes, and type that stays sharp through to print. Work with thousands of fully editable layers, follow every tangent, and change your mind whenever you like. Every adjustment, filter, and effect updates live, and heavy files stay fast and smooth, while Pencil pressure, tilt, and gestures respond exactly as your hand expects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">NO ORIGINAL FILES HARMED</span><br />
Every edit in Affinity is non-destructive and your original files always stay intact, giving you the peace of mind to create freely, wherever you are.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">YOUR PSDs ARE WELCOME HERE</span><br />
Bring PSD, AI, INDD, IDML, PDF, SVG, and other file types into Affinity with layers and structure preserved.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">FREE FOR INDIVIDUALS</span><br />
True creative freedom: That’s what we’ve always wanted. To create without limits and focus on our craft. So we created something that lets you do just that. Something that enables you to create the highest quality work — anywhere — without the high costs.<br />
<br />
Download Affinity and create wherever inspiration strikes, for free.</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://www.affinity.studio/" target="_blank" rel="noopener" class="mycode_url">Affinity Studio Homepage</a><br />
<br />
<a href="https://www.affinity.studio/ipad-app" target="_blank" rel="noopener" class="mycode_url">Affinity for iPad</a><br />
<br />
<a href="https://apps.apple.com/us/app/affinity-by-canva/id6751323445#information" target="_blank" rel="noopener" class="mycode_url">Affinity Studio on iPad App Store</a><br />
<br />
You can learn more about Affinity Studio on iPad in the<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/M2gu_8UZh_k" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Ucupaint 3.0.0 Released]]></title>
			<link>https://sickgaming.net/thread-114322.html</link>
			<pubDate>Fri, 30 Oct 2026 13:00:23 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114322.html</guid>
			<description><![CDATA[Ucupaint, one of the most popular add-ons for Blender just had a major release – Ucupaint 3.0.0.  Ucupaint is a popular texturing add-on for Blender that adds a sophisticated layering system, making it more similar to Substance Painter in workflow.  The 3.0.0 update has a number of impressive changes, including a major UI redesign.<br />
<br />
Features of the Ucupaint 3.0.0 release include:<br />
<br />
? Cleaner UI and a base layer<br />
<br />
The new UI focuses more on the layer list, so all other panels are hidden under panels or popover buttons by default. A <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Base Layer</code></div></div> is also automatically created to edit the base value of all the channels.<br />
<br />
<img src="https://github.com/user-attachments/assets/e3c6bbc7-ecad-4489-af73-118410ca752f" loading="lazy"  alt="[Image: e3c6bbc7-ecad-4489-af73-118410ca752f]" class="mycode_img" /><br />
<br />
<span style="font-style: italic;" class="mycode_i">New UI popover buttons</span><br />
<br />
? New Height and Vector Displacement Channel<br />
<br />
Originally part of the normal channel, height (previously bump) and vector displacement are now their own channel. This simplifies the implementation a lot and opens many possibilities for further improvements. By default, The height channel output is still used as extra bumps on normal channel, so the way you work with ucupaint is still the same.<br />
<br />
The <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Diplacement Setup</code></div></div> toggle is also replaced with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Quick Displacement Setup</code></div></div> operator. The function is still the same, which is to enable displacement and subdivide the meshes to a certain number of polygons, but since it’s now an operator, you can do it multiple times to check whether the number of polygons is already enough for your meshes.<br />
<br />
? Unified Preview Mode<br />
<br />
Previously, channels and layers had their own preview mode, version 3.0 unifies this into a single preview mode that can be used to preview a channel, a layer, layer alpha, mask, or custom data.<br />
<br />
? Adjustment layer<br />
<br />
You can now add an adjustment layer, which is just a layer with the previous layer’s data that you can add modifiers to.<br />
<br />
? Spherical and Cylindrical decal<br />
<br />
New decal types are added: spherical and cylindrical. Contributed by <a href="https://github.com/lsmine0" target="_blank" rel="noopener" class="mycode_url">lsmine0</a><br />
<br />
? Bake Target Refactor<br />
<br />
A channel now requires a bake target before it can be baked. This allows you to customize settings such as the name, resolution, and other options independently. Don’t worry about creating one manually, as a bake target is automatically generated whenever you create a channel. By default, it uses the settings you specify when you do <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Bake Ucupaint Node</code></div></div> (formerly <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Bake All Channels</code></div></div>).<br />
<br />
This new bake target system also makes it possible to just use ORM as your main bake target and also you use color attribute as bake target.<br />
<br />
<img src="https://github.com/user-attachments/assets/70547309-e917-485e-8049-9d4b9ec82f93" loading="lazy"  alt="[Image: 70547309-e917-485e-8049-9d4b9ec82f93]" class="mycode_img" /><br />
<br />
<img src="https://github.com/user-attachments/assets/29d94127-9ea1-428a-809d-d771c122f0e7" loading="lazy"  alt="[Image: 29d94127-9ea1-428a-809d-d771c122f0e7]" class="mycode_img" /><br />
<br />
<img src="https://github.com/user-attachments/assets/0557e528-1c75-42b3-a4f9-fd8ac69c2176" loading="lazy"  alt="[Image: 0557e528-1c75-42b3-a4f9-fd8ac69c2176]" class="mycode_img" /><br />
<br />
<span style="font-style: italic;" class="mycode_i">Bake Target popover menu contains all the bake targets and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Bake Ucupaint Node</code></div></div> button</span><span style="font-style: italic;" class="mycode_i">Using ORM is now an option when you do <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Quick Ucupaint Node Setup</code></div></div></span><span style="font-style: italic;" class="mycode_i">Color attribute is now available to use when creating new bake target</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://extensions.blender.org/add-ons/ucupaint/" target="_blank" rel="noopener" class="mycode_url">Ucupaint – Blender Extensions</a><br />
<br />
<a href="https://ucupumar.github.io/ucupaint-wiki/" target="_blank" rel="noopener" class="mycode_url">Ucupaint Wiki</a><br />
<br />
You can learn more about the Ucupaint 3.0.0 release in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/EXnLoQkZYHw" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Ucupaint, one of the most popular add-ons for Blender just had a major release – Ucupaint 3.0.0.  Ucupaint is a popular texturing add-on for Blender that adds a sophisticated layering system, making it more similar to Substance Painter in workflow.  The 3.0.0 update has a number of impressive changes, including a major UI redesign.<br />
<br />
Features of the Ucupaint 3.0.0 release include:<br />
<br />
? Cleaner UI and a base layer<br />
<br />
The new UI focuses more on the layer list, so all other panels are hidden under panels or popover buttons by default. A <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Base Layer</code></div></div> is also automatically created to edit the base value of all the channels.<br />
<br />
<img src="https://github.com/user-attachments/assets/e3c6bbc7-ecad-4489-af73-118410ca752f" loading="lazy"  alt="[Image: e3c6bbc7-ecad-4489-af73-118410ca752f]" class="mycode_img" /><br />
<br />
<span style="font-style: italic;" class="mycode_i">New UI popover buttons</span><br />
<br />
? New Height and Vector Displacement Channel<br />
<br />
Originally part of the normal channel, height (previously bump) and vector displacement are now their own channel. This simplifies the implementation a lot and opens many possibilities for further improvements. By default, The height channel output is still used as extra bumps on normal channel, so the way you work with ucupaint is still the same.<br />
<br />
The <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Diplacement Setup</code></div></div> toggle is also replaced with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Quick Displacement Setup</code></div></div> operator. The function is still the same, which is to enable displacement and subdivide the meshes to a certain number of polygons, but since it’s now an operator, you can do it multiple times to check whether the number of polygons is already enough for your meshes.<br />
<br />
? Unified Preview Mode<br />
<br />
Previously, channels and layers had their own preview mode, version 3.0 unifies this into a single preview mode that can be used to preview a channel, a layer, layer alpha, mask, or custom data.<br />
<br />
? Adjustment layer<br />
<br />
You can now add an adjustment layer, which is just a layer with the previous layer’s data that you can add modifiers to.<br />
<br />
? Spherical and Cylindrical decal<br />
<br />
New decal types are added: spherical and cylindrical. Contributed by <a href="https://github.com/lsmine0" target="_blank" rel="noopener" class="mycode_url">lsmine0</a><br />
<br />
? Bake Target Refactor<br />
<br />
A channel now requires a bake target before it can be baked. This allows you to customize settings such as the name, resolution, and other options independently. Don’t worry about creating one manually, as a bake target is automatically generated whenever you create a channel. By default, it uses the settings you specify when you do <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Bake Ucupaint Node</code></div></div> (formerly <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Bake All Channels</code></div></div>).<br />
<br />
This new bake target system also makes it possible to just use ORM as your main bake target and also you use color attribute as bake target.<br />
<br />
<img src="https://github.com/user-attachments/assets/70547309-e917-485e-8049-9d4b9ec82f93" loading="lazy"  alt="[Image: 70547309-e917-485e-8049-9d4b9ec82f93]" class="mycode_img" /><br />
<br />
<img src="https://github.com/user-attachments/assets/29d94127-9ea1-428a-809d-d771c122f0e7" loading="lazy"  alt="[Image: 29d94127-9ea1-428a-809d-d771c122f0e7]" class="mycode_img" /><br />
<br />
<img src="https://github.com/user-attachments/assets/0557e528-1c75-42b3-a4f9-fd8ac69c2176" loading="lazy"  alt="[Image: 0557e528-1c75-42b3-a4f9-fd8ac69c2176]" class="mycode_img" /><br />
<br />
<span style="font-style: italic;" class="mycode_i">Bake Target popover menu contains all the bake targets and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Bake Ucupaint Node</code></div></div> button</span><span style="font-style: italic;" class="mycode_i">Using ORM is now an option when you do <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Quick Ucupaint Node Setup</code></div></div></span><span style="font-style: italic;" class="mycode_i">Color attribute is now available to use when creating new bake target</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://extensions.blender.org/add-ons/ucupaint/" target="_blank" rel="noopener" class="mycode_url">Ucupaint – Blender Extensions</a><br />
<br />
<a href="https://ucupumar.github.io/ucupaint-wiki/" target="_blank" rel="noopener" class="mycode_url">Ucupaint Wiki</a><br />
<br />
You can learn more about the Ucupaint 3.0.0 release in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/EXnLoQkZYHw" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Brutal Gets A Bit Less Brutal]]></title>
			<link>https://sickgaming.net/thread-114296.html</link>
			<pubDate>Thu, 29 Oct 2026 13:27:31 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114296.html</guid>
			<description><![CDATA[The Brutal C# game development framework <a href="https://gamefromscratch.com/brutal-c-game-framework-now-free/" target="_blank" rel="noopener" class="mycode_url">released earlier this month</a> free and open source.  One of the core tenets of Brutal is that it isn’t easy to use.  In fact, that is the source of the name:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The name is a warning.<br />
<br />
BRUTAL is intended for experienced programmers who want to make their own architectural decisions and are prepared to build and maintain the systems their games require. Its scope is deliberately focused. The team prioritises low-level functionality for demanding games, with contributions assessed against that purpose.</blockquote>
<br />
At launch however this was extremely true, as Brutal launched with no documentation and no examples.  Nothing.  To figure anything out you basically had to dive into the code and figure things out yourself.   Today, well… there’s still no documentation, but there are now examples… lot’s of them in fact.<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloCore.cs" target="_blank" rel="noopener" class="mycode_url">HelloCore.cs</a>Platform detection, <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ByteSize</code></div></div>/<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ElementCount</code></div></div> arithmetic and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Ptr&lt;T&gt;</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMemory.cs" target="_blank" rel="noopener" class="mycode_url">HelloMemory.cs</a>Allocating and freeing unmanaged memory with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Mem</code></div></div>, and owning a pointer with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>PtrOwner&lt;T&gt;</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloCollections.cs" target="_blank" rel="noopener" class="mycode_url">HelloCollections.cs</a><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>NativeList&lt;T&gt;</code></div></div>, a growable list backed by unmanaged memory<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloStrings.cs" target="_blank" rel="noopener" class="mycode_url">HelloStrings.cs</a>UTF-8 text with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>String8</code></div></div> and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>StringBuilder&lt;byte&gt;</code></div></div>, which are designed to avoid allocations<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloNumerics.cs" target="_blank" rel="noopener" class="mycode_url">HelloNumerics.cs</a>Vector and matrix basics with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>float3</code></div></div> and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>float4x4</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMaths.cs" target="_blank" rel="noopener" class="mycode_url">HelloMaths.cs</a>The <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Random</code></div></div> extensions: ranges, points in shapes and random directions<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloConcurrency.cs" target="_blank" rel="noopener" class="mycode_url">HelloConcurrency.cs</a>Running jobs across worker threads with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>JobScheduler</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloLogging.cs" target="_blank" rel="noopener" class="mycode_url">HelloLogging.cs</a>Logging to the console with the default and named categories<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloLocalization.cs" target="_blank" rel="noopener" class="mycode_url">HelloLocalization.cs</a>Localised strings with named variables, and swapping in a translation<br />
<br />
Windowing and UI<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloGlfw.cs" target="_blank" rel="noopener" class="mycode_url">HelloGlfw.cs</a>An empty GLFW window<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdl.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdl.cs</a>An SDL window with a renderer drawing a filled rectangle<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdlImage.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdlImage.cs</a>Saving a generated image as PNG with Sdl.Image and loading it back<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdlTtf.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdlTtf.cs</a>Rendering text to a surface with Sdl.Ttf, using a system font if you don’t pass one<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGui.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGui.cs</a>Dear ImGui on its GLFW and OpenGL backends with some text, a button and a slider<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGuiFreeType.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGuiFreeType.cs</a>Building the ImGui font atlas with FreeType, without a window<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImPlot.cs" target="_blank" rel="noopener" class="mycode_url">HelloImPlot.cs</a>Plotting a sine wave with ImPlot in one headless frame<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGuiAbstractions.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGuiAbstractions.cs</a>The in-game console: registering <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&#91;TerminalAction&#93;</code></div></div> commands and running command lines<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGuiExtensions.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGuiExtensions.cs</a><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ImGuiEx</code></div></div> widgets bound straight to C# enums<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloNativeFileDialog.cs" target="_blank" rel="noopener" class="mycode_url">HelloNativeFileDialog.cs</a>The operating system’s native file picker<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloNotCurses.cs" target="_blank" rel="noopener" class="mycode_url">HelloNotCurses.cs</a>Coloured text in the terminal with notcurses (run it in a real terminal)<br />
<br />
Graphics<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloOpenGl.cs" target="_blank" rel="noopener" class="mycode_url">HelloOpenGl.cs</a>A coloured triangle with OpenGL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloVulkan.cs" target="_blank" rel="noopener" class="mycode_url">HelloVulkan.cs</a>Creating a Vulkan instance, listing GPUs and their queue families, and creating a device<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloVulkanAbstractions.cs" target="_blank" rel="noopener" class="mycode_url">HelloVulkanAbstractions.cs</a>The Vulkan.Abstractions setup helpers, and a vertex input layout built from C# structs<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloVulkanVma.cs" target="_blank" rel="noopener" class="mycode_url">HelloVulkanVma.cs</a>Creating a VMA allocator and a mapped buffer, writing to it and reading it back<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloShaderC.cs" target="_blank" rel="noopener" class="mycode_url">HelloShaderC.cs</a>Compiling GLSL to SPIR-V with shaderc<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSlang.cs" target="_blank" rel="noopener" class="mycode_url">HelloSlang.cs</a>Compiling Slang to SPIR-V<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRenderMesh.cs" target="_blank" rel="noopener" class="mycode_url">HelloRenderMesh.cs</a>Generating a procedural sphere mesh<br />
<br />
Textures and assets<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloStb.cs" target="_blank" rel="noopener" class="mycode_url">HelloStb.cs</a>Writing and reading a PNG with stb_image<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloTexture.cs" target="_blank" rel="noopener" class="mycode_url">HelloTexture.cs</a>Texture format descriptors, filling a <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>GenericTexture</code></div></div>, and saving and loading it as PNG and KTX2 with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TextureWriter</code></div></div> and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TextureLoader</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloKtx.cs" target="_blank" rel="noopener" class="mycode_url">HelloKtx.cs</a>Creating, writing and loading a KTX2 texture<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloGli.cs" target="_blank" rel="noopener" class="mycode_url">HelloGli.cs</a>A texture with a full mip chain, saved and loaded as DDS with GLI<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloGltf.cs" target="_blank" rel="noopener" class="mycode_url">HelloGltf.cs</a>Parsing a tiny inline glTF, reading its vertices and saving it back out<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMeshOptimizer.cs" target="_blank" rel="noopener" class="mycode_url">HelloMeshOptimizer.cs</a>Reordering triangles for the vertex cache with meshoptimizer<br />
<br />
Audio<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloOpenAl.cs" target="_blank" rel="noopener" class="mycode_url">HelloOpenAl.cs</a>Playing a generated tone with OpenAL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdlMixer.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdlMixer.cs</a>Playing a generated tone with Sdl.Mixer<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloFmod.cs" target="_blank" rel="noopener" class="mycode_url">HelloFmod.cs</a>Playing a tone with FMOD. FMOD’s native libraries aren’t bundled, so you need your own licensed copy<br />
<br />
Physics<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloBox2D.cs" target="_blank" rel="noopener" class="mycode_url">HelloBox2D.cs</a>Dropping a box onto the ground with Box2D and printing where it lands<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloJolt.cs" target="_blank" rel="noopener" class="mycode_url">HelloJolt.cs</a>Dropping a box onto the ground with Jolt Physics and printing where it lands<br />
<br />
Networking<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRakNet.cs" target="_blank" rel="noopener" class="mycode_url">HelloRakNet.cs</a>A RakNet server and client connecting over localhost and sending a message<br />
<br />
Diagnostics<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMonitorHost.cs" target="_blank" rel="noopener" class="mycode_url">HelloMonitorHost.cs</a>Starting the Monitor watchdog and writing logs to a file<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRenderDoc.cs" target="_blank" rel="noopener" class="mycode_url">HelloRenderDoc.cs</a>Checking whether RenderDoc’s in-application API is loaded (Windows and Linux)<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRenderDocImGui.cs" target="_blank" rel="noopener" class="mycode_url">HelloRenderDocImGui.cs</a>Drawing the RenderDoc control panel with Dear ImGui, headless<br />
<br />
Demos<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoVulkan.cs" target="_blank" rel="noopener" class="mycode_url">DemoVulkan.cs</a>A coloured triangle with Vulkan, the Vulkan.Abstractions helpers, a VMA-allocated vertex buffer and shaders compiled with ShaderC<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoGltfViewer.cs" target="_blank" rel="noopener" class="mycode_url">DemoGltfViewer.cs</a>Loading a glTF scene with its node transforms, optimising it with meshoptimizer and drawing it lit with OpenGL. Pass your own <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.gltf</code></div></div> or <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.glb</code></div></div>, or it builds a torus knot<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoTexturedQuad.cs" target="_blank" rel="noopener" class="mycode_url">DemoTexturedQuad.cs</a>Writing a mipmapped texture as KTX2, loading it back and drawing it on a floor with OpenGL, with each mip level tinted<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoImGui.cs" target="_blank" rel="noopener" class="mycode_url">DemoImGui.cs</a>Dear ImGui with FreeType fonts and an ImPlot plot, on GLFW and OpenGL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoSdl.cs" target="_blank" rel="noopener" class="mycode_url">DemoSdl.cs</a>An SDL window using Sdl.Image (PNG save and load), Sdl.Mixer (a beep on Space) and Sdl.Ttf (text, if you pass a font)<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoRenderDoc.cs" target="_blank" rel="noopener" class="mycode_url">DemoRenderDoc.cs</a>An OpenGL triangle that captures a frame with RenderDoc when you press F12 (Windows and Linux)<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoBox2D.cs" target="_blank" rel="noopener" class="mycode_url">DemoBox2D.cs</a>Boxes falling onto the ground with Box2D, drawn with OpenGL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoJolt.cs" target="_blank" rel="noopener" class="mycode_url">DemoJolt.cs</a>Boxes falling onto the ground with Jolt Physics, drawn in 3D with OpenGL<br />
<br />
Even better, there is also a community created example available as well, that showcases a full Vulkan renderer implementation to create a 3D model loader.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://ahwoo.com/brutal" target="_blank" rel="noopener" class="mycode_url">Brutal Framework Homepage</a><br />
<br />
<a href="https://github.com/ahwootech/BRUTAL/tree/main/samples" target="_blank" rel="noopener" class="mycode_url">Brutal Samples</a><br />
<br />
<a href="https://github.com/ardahamamcioglu/HelloBrutal" target="_blank" rel="noopener" class="mycode_url">Community Sample – Hello Brutal</a><br />
<br />
In the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/iUN42sgANHo" frameborder="0" allowfullscreen="true"></iframe>below we jump into the new samples and determine just how brutal the Brutal framework is to use!]]></description>
			<content:encoded><![CDATA[The Brutal C# game development framework <a href="https://gamefromscratch.com/brutal-c-game-framework-now-free/" target="_blank" rel="noopener" class="mycode_url">released earlier this month</a> free and open source.  One of the core tenets of Brutal is that it isn’t easy to use.  In fact, that is the source of the name:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The name is a warning.<br />
<br />
BRUTAL is intended for experienced programmers who want to make their own architectural decisions and are prepared to build and maintain the systems their games require. Its scope is deliberately focused. The team prioritises low-level functionality for demanding games, with contributions assessed against that purpose.</blockquote>
<br />
At launch however this was extremely true, as Brutal launched with no documentation and no examples.  Nothing.  To figure anything out you basically had to dive into the code and figure things out yourself.   Today, well… there’s still no documentation, but there are now examples… lot’s of them in fact.<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloCore.cs" target="_blank" rel="noopener" class="mycode_url">HelloCore.cs</a>Platform detection, <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ByteSize</code></div></div>/<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ElementCount</code></div></div> arithmetic and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Ptr&lt;T&gt;</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMemory.cs" target="_blank" rel="noopener" class="mycode_url">HelloMemory.cs</a>Allocating and freeing unmanaged memory with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Mem</code></div></div>, and owning a pointer with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>PtrOwner&lt;T&gt;</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloCollections.cs" target="_blank" rel="noopener" class="mycode_url">HelloCollections.cs</a><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>NativeList&lt;T&gt;</code></div></div>, a growable list backed by unmanaged memory<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloStrings.cs" target="_blank" rel="noopener" class="mycode_url">HelloStrings.cs</a>UTF-8 text with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>String8</code></div></div> and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>StringBuilder&lt;byte&gt;</code></div></div>, which are designed to avoid allocations<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloNumerics.cs" target="_blank" rel="noopener" class="mycode_url">HelloNumerics.cs</a>Vector and matrix basics with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>float3</code></div></div> and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>float4x4</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMaths.cs" target="_blank" rel="noopener" class="mycode_url">HelloMaths.cs</a>The <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Random</code></div></div> extensions: ranges, points in shapes and random directions<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloConcurrency.cs" target="_blank" rel="noopener" class="mycode_url">HelloConcurrency.cs</a>Running jobs across worker threads with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>JobScheduler</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloLogging.cs" target="_blank" rel="noopener" class="mycode_url">HelloLogging.cs</a>Logging to the console with the default and named categories<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloLocalization.cs" target="_blank" rel="noopener" class="mycode_url">HelloLocalization.cs</a>Localised strings with named variables, and swapping in a translation<br />
<br />
Windowing and UI<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloGlfw.cs" target="_blank" rel="noopener" class="mycode_url">HelloGlfw.cs</a>An empty GLFW window<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdl.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdl.cs</a>An SDL window with a renderer drawing a filled rectangle<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdlImage.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdlImage.cs</a>Saving a generated image as PNG with Sdl.Image and loading it back<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdlTtf.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdlTtf.cs</a>Rendering text to a surface with Sdl.Ttf, using a system font if you don’t pass one<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGui.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGui.cs</a>Dear ImGui on its GLFW and OpenGL backends with some text, a button and a slider<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGuiFreeType.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGuiFreeType.cs</a>Building the ImGui font atlas with FreeType, without a window<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImPlot.cs" target="_blank" rel="noopener" class="mycode_url">HelloImPlot.cs</a>Plotting a sine wave with ImPlot in one headless frame<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGuiAbstractions.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGuiAbstractions.cs</a>The in-game console: registering <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&#91;TerminalAction&#93;</code></div></div> commands and running command lines<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloImGuiExtensions.cs" target="_blank" rel="noopener" class="mycode_url">HelloImGuiExtensions.cs</a><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ImGuiEx</code></div></div> widgets bound straight to C# enums<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloNativeFileDialog.cs" target="_blank" rel="noopener" class="mycode_url">HelloNativeFileDialog.cs</a>The operating system’s native file picker<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloNotCurses.cs" target="_blank" rel="noopener" class="mycode_url">HelloNotCurses.cs</a>Coloured text in the terminal with notcurses (run it in a real terminal)<br />
<br />
Graphics<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloOpenGl.cs" target="_blank" rel="noopener" class="mycode_url">HelloOpenGl.cs</a>A coloured triangle with OpenGL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloVulkan.cs" target="_blank" rel="noopener" class="mycode_url">HelloVulkan.cs</a>Creating a Vulkan instance, listing GPUs and their queue families, and creating a device<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloVulkanAbstractions.cs" target="_blank" rel="noopener" class="mycode_url">HelloVulkanAbstractions.cs</a>The Vulkan.Abstractions setup helpers, and a vertex input layout built from C# structs<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloVulkanVma.cs" target="_blank" rel="noopener" class="mycode_url">HelloVulkanVma.cs</a>Creating a VMA allocator and a mapped buffer, writing to it and reading it back<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloShaderC.cs" target="_blank" rel="noopener" class="mycode_url">HelloShaderC.cs</a>Compiling GLSL to SPIR-V with shaderc<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSlang.cs" target="_blank" rel="noopener" class="mycode_url">HelloSlang.cs</a>Compiling Slang to SPIR-V<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRenderMesh.cs" target="_blank" rel="noopener" class="mycode_url">HelloRenderMesh.cs</a>Generating a procedural sphere mesh<br />
<br />
Textures and assets<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloStb.cs" target="_blank" rel="noopener" class="mycode_url">HelloStb.cs</a>Writing and reading a PNG with stb_image<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloTexture.cs" target="_blank" rel="noopener" class="mycode_url">HelloTexture.cs</a>Texture format descriptors, filling a <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>GenericTexture</code></div></div>, and saving and loading it as PNG and KTX2 with <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TextureWriter</code></div></div> and <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TextureLoader</code></div></div><a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloKtx.cs" target="_blank" rel="noopener" class="mycode_url">HelloKtx.cs</a>Creating, writing and loading a KTX2 texture<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloGli.cs" target="_blank" rel="noopener" class="mycode_url">HelloGli.cs</a>A texture with a full mip chain, saved and loaded as DDS with GLI<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloGltf.cs" target="_blank" rel="noopener" class="mycode_url">HelloGltf.cs</a>Parsing a tiny inline glTF, reading its vertices and saving it back out<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMeshOptimizer.cs" target="_blank" rel="noopener" class="mycode_url">HelloMeshOptimizer.cs</a>Reordering triangles for the vertex cache with meshoptimizer<br />
<br />
Audio<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloOpenAl.cs" target="_blank" rel="noopener" class="mycode_url">HelloOpenAl.cs</a>Playing a generated tone with OpenAL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloSdlMixer.cs" target="_blank" rel="noopener" class="mycode_url">HelloSdlMixer.cs</a>Playing a generated tone with Sdl.Mixer<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloFmod.cs" target="_blank" rel="noopener" class="mycode_url">HelloFmod.cs</a>Playing a tone with FMOD. FMOD’s native libraries aren’t bundled, so you need your own licensed copy<br />
<br />
Physics<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloBox2D.cs" target="_blank" rel="noopener" class="mycode_url">HelloBox2D.cs</a>Dropping a box onto the ground with Box2D and printing where it lands<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloJolt.cs" target="_blank" rel="noopener" class="mycode_url">HelloJolt.cs</a>Dropping a box onto the ground with Jolt Physics and printing where it lands<br />
<br />
Networking<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRakNet.cs" target="_blank" rel="noopener" class="mycode_url">HelloRakNet.cs</a>A RakNet server and client connecting over localhost and sending a message<br />
<br />
Diagnostics<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloMonitorHost.cs" target="_blank" rel="noopener" class="mycode_url">HelloMonitorHost.cs</a>Starting the Monitor watchdog and writing logs to a file<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRenderDoc.cs" target="_blank" rel="noopener" class="mycode_url">HelloRenderDoc.cs</a>Checking whether RenderDoc’s in-application API is loaded (Windows and Linux)<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Hello/HelloRenderDocImGui.cs" target="_blank" rel="noopener" class="mycode_url">HelloRenderDocImGui.cs</a>Drawing the RenderDoc control panel with Dear ImGui, headless<br />
<br />
Demos<br />
<br />
SampleWhat it shows<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoVulkan.cs" target="_blank" rel="noopener" class="mycode_url">DemoVulkan.cs</a>A coloured triangle with Vulkan, the Vulkan.Abstractions helpers, a VMA-allocated vertex buffer and shaders compiled with ShaderC<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoGltfViewer.cs" target="_blank" rel="noopener" class="mycode_url">DemoGltfViewer.cs</a>Loading a glTF scene with its node transforms, optimising it with meshoptimizer and drawing it lit with OpenGL. Pass your own <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.gltf</code></div></div> or <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.glb</code></div></div>, or it builds a torus knot<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoTexturedQuad.cs" target="_blank" rel="noopener" class="mycode_url">DemoTexturedQuad.cs</a>Writing a mipmapped texture as KTX2, loading it back and drawing it on a floor with OpenGL, with each mip level tinted<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoImGui.cs" target="_blank" rel="noopener" class="mycode_url">DemoImGui.cs</a>Dear ImGui with FreeType fonts and an ImPlot plot, on GLFW and OpenGL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoSdl.cs" target="_blank" rel="noopener" class="mycode_url">DemoSdl.cs</a>An SDL window using Sdl.Image (PNG save and load), Sdl.Mixer (a beep on Space) and Sdl.Ttf (text, if you pass a font)<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoRenderDoc.cs" target="_blank" rel="noopener" class="mycode_url">DemoRenderDoc.cs</a>An OpenGL triangle that captures a frame with RenderDoc when you press F12 (Windows and Linux)<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoBox2D.cs" target="_blank" rel="noopener" class="mycode_url">DemoBox2D.cs</a>Boxes falling onto the ground with Box2D, drawn with OpenGL<a href="https://github.com/ahwootech/BRUTAL/blob/main/samples/Demo/DemoJolt.cs" target="_blank" rel="noopener" class="mycode_url">DemoJolt.cs</a>Boxes falling onto the ground with Jolt Physics, drawn in 3D with OpenGL<br />
<br />
Even better, there is also a community created example available as well, that showcases a full Vulkan renderer implementation to create a 3D model loader.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://ahwoo.com/brutal" target="_blank" rel="noopener" class="mycode_url">Brutal Framework Homepage</a><br />
<br />
<a href="https://github.com/ahwootech/BRUTAL/tree/main/samples" target="_blank" rel="noopener" class="mycode_url">Brutal Samples</a><br />
<br />
<a href="https://github.com/ardahamamcioglu/HelloBrutal" target="_blank" rel="noopener" class="mycode_url">Community Sample – Hello Brutal</a><br />
<br />
In the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/iUN42sgANHo" frameborder="0" allowfullscreen="true"></iframe>below we jump into the new samples and determine just how brutal the Brutal framework is to use!]]></content:encoded>
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		<item>
			<title><![CDATA[[Dev News] Maya Workflow Toolkit for Blender]]></title>
			<link>https://sickgaming.net/thread-114266.html</link>
			<pubDate>Wed, 28 Oct 2026 13:14:23 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114266.html</guid>
			<description><![CDATA[Are you a Maya user that is interested in moving to Blender, but don’t want to leave your familiar toolset and user interface behind?  If so, meet the Maya Workflow Toolkit, a new addon for Blender that essentially turns Blender into Maya.  What does this mean?  It means Blender effectively becomes Maya… same hotkeys, same UI, same tools and panels and workflow… all built on top of Blender systems with no Maya dependencies at all.<br />
<br />
Maya Workflow Toolkit is described as:<br />
<br />
The whole Maya workflow in Blender, in one install.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Other tools bring one piece over: a pivot tool, a keymap, a shelf. This rebuilds the set together — hotbox and marking menus, Channel Box and Attribute Editor, menu sets, shelves and option windows — on top of Blender’s own tools. Installing it changes nothing until you choose Maya.<br />
<br />
Enabling the extension adds a small <span style="font-weight: bold;" class="mycode_b">Maya | Blender</span> switch at the right of the top bar, an Edit menu entry, the shortcut Ctrl+Alt+Shift+M and, once, a welcome dialog. Your keymap, theme, layout and preferences stay as they are.<br />
<br />
Choose <span style="font-weight: bold;" class="mycode_b">Make Blender feel like Maya</span> and the kit adds its Maya-style keys, menus and panels and the Maya layout in the open file. It never touches your theme, preferences or active keymap. Click <span style="font-weight: bold;" class="mycode_b">Blender</span> in the switch and Blender’s own keys and UI are back; switch again whenever a tutorial uses Blender’s own keys.</blockquote>
<br />
In regards to why the author created it:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>I spent years in Maya. When I finally tried to move to Blender, the software wasn’t really the problem. My hands were. I’d hold Space and nothing would pop up, I’d look for the Channel Box that wasn’t there, and every few minutes I’d catch myself reaching for a shelf. I made this hoping that people like me, who are used to Maya, can settle into Blender a little more easily.<br />
<br />
To be honest, it’s still rough in places. Some Maya tools aren’t there yet, and some don’t feel quite right. I use it myself and I’ll keep improving it, but I can only fix what I know about. So if something breaks, feels off, or you miss a Maya feature you use every day, please <a href="https://github.com/5hyuns/maya-workflow-kit-for-blender/issues/new" target="_blank" rel="noopener" class="mycode_url">leave an issue</a>. Even a one-liner helps a lot. Want to help in other ways? Anything goes — see <a href="https://github.com/5hyuns/maya-workflow-kit-for-blender/blob/master/CONTRIBUTING.md" target="_blank" rel="noopener" class="mycode_url">CONTRIBUTING.md</a>.<br />
<br />
Thanks for giving it a try ?</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://5hyuns.github.io/maya-workflow-kit-for-blender/" target="_blank" rel="noopener" class="mycode_url">Maya Workflow Toolkit Homepage</a><br />
<br />
<a href="https://github.com/5hyuns/maya-workflow-kit-for-blender" target="_blank" rel="noopener" class="mycode_url">GitHub Repository</a><br />
<br />
You can learn more about and see the Maya Workflow Toolkit in action in Blender 5.2.2 LTS in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/mz4njFbzc7Q" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Are you a Maya user that is interested in moving to Blender, but don’t want to leave your familiar toolset and user interface behind?  If so, meet the Maya Workflow Toolkit, a new addon for Blender that essentially turns Blender into Maya.  What does this mean?  It means Blender effectively becomes Maya… same hotkeys, same UI, same tools and panels and workflow… all built on top of Blender systems with no Maya dependencies at all.<br />
<br />
Maya Workflow Toolkit is described as:<br />
<br />
The whole Maya workflow in Blender, in one install.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Other tools bring one piece over: a pivot tool, a keymap, a shelf. This rebuilds the set together — hotbox and marking menus, Channel Box and Attribute Editor, menu sets, shelves and option windows — on top of Blender’s own tools. Installing it changes nothing until you choose Maya.<br />
<br />
Enabling the extension adds a small <span style="font-weight: bold;" class="mycode_b">Maya | Blender</span> switch at the right of the top bar, an Edit menu entry, the shortcut Ctrl+Alt+Shift+M and, once, a welcome dialog. Your keymap, theme, layout and preferences stay as they are.<br />
<br />
Choose <span style="font-weight: bold;" class="mycode_b">Make Blender feel like Maya</span> and the kit adds its Maya-style keys, menus and panels and the Maya layout in the open file. It never touches your theme, preferences or active keymap. Click <span style="font-weight: bold;" class="mycode_b">Blender</span> in the switch and Blender’s own keys and UI are back; switch again whenever a tutorial uses Blender’s own keys.</blockquote>
<br />
In regards to why the author created it:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>I spent years in Maya. When I finally tried to move to Blender, the software wasn’t really the problem. My hands were. I’d hold Space and nothing would pop up, I’d look for the Channel Box that wasn’t there, and every few minutes I’d catch myself reaching for a shelf. I made this hoping that people like me, who are used to Maya, can settle into Blender a little more easily.<br />
<br />
To be honest, it’s still rough in places. Some Maya tools aren’t there yet, and some don’t feel quite right. I use it myself and I’ll keep improving it, but I can only fix what I know about. So if something breaks, feels off, or you miss a Maya feature you use every day, please <a href="https://github.com/5hyuns/maya-workflow-kit-for-blender/issues/new" target="_blank" rel="noopener" class="mycode_url">leave an issue</a>. Even a one-liner helps a lot. Want to help in other ways? Anything goes — see <a href="https://github.com/5hyuns/maya-workflow-kit-for-blender/blob/master/CONTRIBUTING.md" target="_blank" rel="noopener" class="mycode_url">CONTRIBUTING.md</a>.<br />
<br />
Thanks for giving it a try ?</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://5hyuns.github.io/maya-workflow-kit-for-blender/" target="_blank" rel="noopener" class="mycode_url">Maya Workflow Toolkit Homepage</a><br />
<br />
<a href="https://github.com/5hyuns/maya-workflow-kit-for-blender" target="_blank" rel="noopener" class="mycode_url">GitHub Repository</a><br />
<br />
You can learn more about and see the Maya Workflow Toolkit in action in Blender 5.2.2 LTS in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/mz4njFbzc7Q" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Unibuilder – ProBuilder For Godot]]></title>
			<link>https://sickgaming.net/thread-114242.html</link>
			<pubDate>Tue, 27 Oct 2026 14:10:10 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114242.html</guid>
			<description><![CDATA[UniBuilder is a new Godot 4 addon that gives Godot functionality very similar to what Unity’s ProBuilder provides.  If you are unaware, this means it provides full in game engine 3D modelling tools, making it easy to rapidly design 3d levels and stand-ins without a need for an external modeling tool like 3D Max, Maya or Blender.<br />
<br />
Features of Unibuilder include:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Draw-in-viewport shape tools</span>: cube, plane, cylinder, cone, prism, stairs, curved stairs, arch, door, sphere, torus, pipe, poly shape. Parameters stay editable in case you mess up.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Object / Vertex / Edge / Face editing</span> with loop/ring/grow/similar selection<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Full op suite</span>: extrude, inset, multi-segment bevel, bridge, weld, connect, insert loop/vertex, subdivide, merge, detach, fill hole,  modal cut tools, a partridge in a pear tree.<br />
<br />
</li>
</ul>
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Auto per-face UVs</span> plus a full 2D UV editor (projection, sew/split, islands, copy/paste, texel normalize), multi-material meshes with drag-and-drop assignment, smoothing groups, vertex paint with a dual-texture blend shader.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Booleans</span> on Godot’s CSG kernel. <br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Game-ready output</span>: Collider/Trigger entity volumes, convex/trimesh/ramp auto-collision, bake to plain MeshInstance3D with lightmap UV2s, OBJ+MTL / glTF export, and “Convert to Unibuilder” for existing triangle meshes.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Pure GDScript</span>, no C#/.NET required. <br />
<br />
</li>
</ul>
<br />
There is a near fully functioning demo version of the Unibuilder addon available on Itch.io, the version I used in the demonstration video below.  The full version is also available on Itch.io for a one time purchase of &#36;24.99 USD.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://www.unibuilder.dev/" target="_blank" rel="noopener" class="mycode_url">Unibuilder Homepage</a><br />
<br />
<a href="https://calinleafshade.itch.io/unibuilder" target="_blank" rel="noopener" class="mycode_url">Unibuilder on Itch.io</a><br />
<br />
<a href="https://store.godotengine.org/asset/blendkit/blendkit/" target="_blank" rel="noopener" class="mycode_url">Blendkit 3D in Godot</a><br />
<br />
You can learn more about Unibuilder (as well as the newly released<a href="https://gamefromscratch.com/october-free-gamedev-assets-round-up-2/" target="_blank" rel="noopener" class="mycode_url">Blendkit for our monthly free asset round-up</a>) and see both in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-s7WsbmGmyw" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[UniBuilder is a new Godot 4 addon that gives Godot functionality very similar to what Unity’s ProBuilder provides.  If you are unaware, this means it provides full in game engine 3D modelling tools, making it easy to rapidly design 3d levels and stand-ins without a need for an external modeling tool like 3D Max, Maya or Blender.<br />
<br />
Features of Unibuilder include:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Draw-in-viewport shape tools</span>: cube, plane, cylinder, cone, prism, stairs, curved stairs, arch, door, sphere, torus, pipe, poly shape. Parameters stay editable in case you mess up.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Object / Vertex / Edge / Face editing</span> with loop/ring/grow/similar selection<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Full op suite</span>: extrude, inset, multi-segment bevel, bridge, weld, connect, insert loop/vertex, subdivide, merge, detach, fill hole,  modal cut tools, a partridge in a pear tree.<br />
<br />
</li>
</ul>
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Auto per-face UVs</span> plus a full 2D UV editor (projection, sew/split, islands, copy/paste, texel normalize), multi-material meshes with drag-and-drop assignment, smoothing groups, vertex paint with a dual-texture blend shader.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Booleans</span> on Godot’s CSG kernel. <br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Game-ready output</span>: Collider/Trigger entity volumes, convex/trimesh/ramp auto-collision, bake to plain MeshInstance3D with lightmap UV2s, OBJ+MTL / glTF export, and “Convert to Unibuilder” for existing triangle meshes.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Pure GDScript</span>, no C#/.NET required. <br />
<br />
</li>
</ul>
<br />
There is a near fully functioning demo version of the Unibuilder addon available on Itch.io, the version I used in the demonstration video below.  The full version is also available on Itch.io for a one time purchase of &#36;24.99 USD.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://www.unibuilder.dev/" target="_blank" rel="noopener" class="mycode_url">Unibuilder Homepage</a><br />
<br />
<a href="https://calinleafshade.itch.io/unibuilder" target="_blank" rel="noopener" class="mycode_url">Unibuilder on Itch.io</a><br />
<br />
<a href="https://store.godotengine.org/asset/blendkit/blendkit/" target="_blank" rel="noopener" class="mycode_url">Blendkit 3D in Godot</a><br />
<br />
You can learn more about Unibuilder (as well as the newly released<a href="https://gamefromscratch.com/october-free-gamedev-assets-round-up-2/" target="_blank" rel="noopener" class="mycode_url">Blendkit for our monthly free asset round-up</a>) and see both in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-s7WsbmGmyw" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] ActionForge – Super Powered Mixamo Alternative]]></title>
			<link>https://sickgaming.net/thread-114215.html</link>
			<pubDate>Mon, 26 Oct 2026 14:38:19 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114215.html</guid>
			<description><![CDATA[ActionForge is a powerful new free web-based application very similar to Mixamo, but much more capable.  If you always wanted to have the ability to modify the animations directly in Mixamo, ActionForge is perfect for you.<br />
<br />
Features of ActionForge include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">100% Browser-Based & Private:</span> The tool runs entirely inside your web browser with no installation required. Everything is processed locally on your machine—your character models and animations are never uploaded to a server.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Auto-Rigging & Retargeting:</span> You can bring in completely unrigged <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.glb</code></div></div> or <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.fbx</code></div></div> models and rig them directly in the browser. It also supports seamless retargeting, allowing you to adapt animations to your existing skeletons (including Unreal Engine, Mixamo, and Reallusion standard rigs).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Animation Layering & Masking:</span> You can mix and match different animation clips by body part. For example, you can apply a shooting animation to the chest and arms while keeping a running animation on the legs.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Live IK (Inverse Kinematics) & Posing:</span> Features a full suite of posing tools including bone picking, X-axis mirroring, and live IK for arms, legs, and the pelvis. You can adjust reach, tweak joints with 3D gizmos, and edit keyframes via a graph/curve editor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Motion Lab (Locomotion Sets):</span> A standout feature for game developers that can take a single walk or run cycle and automatically generate a complete 8-directional movement set for game engines.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prop Integration:</span> You can import custom 3D props (like swords, staffs, or guns) and attach them directly to your character’s hands to animate interactions perfectly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Camera & Scene Composition:</span> Includes advanced scene tools to preview animations exactly how they will look in-game. You can lock cameras to specific views, adjust focal length/sensor size, and overlay composition guides (like rule-of-thirds and safe areas).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Offline Mode & Local Libraries:</span> While browser-based, you can grant it access to a local folder on your computer to save projects, characters, and pose libraries permanently, protecting your work from browser cache clears.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Export to Major Engines:</span> Animations and characters can be exported as <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.fbx</code></div></div> or <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.glb</code></div></div> files with preset unit and format scales optimized for Unreal Engine (UE4/UE5), Unity, Godot, and Blender.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Built-in CC0 Animation Library:</span> Comes stocked with a categorized library of royalty-free (CC0) animations ranging from locomotion and combat to zombie movements and idle gestures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://actionforge.app/" target="_blank" rel="noopener" class="mycode_url">ActionForge Application</a><br />
<br />
<a href="https://www.mixamo.com/" target="_blank" rel="noopener" class="mycode_url">Mixamo</a><br />
<br />
You can learn more about ActionForge and see it in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/4_-759r7ziI" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[ActionForge is a powerful new free web-based application very similar to Mixamo, but much more capable.  If you always wanted to have the ability to modify the animations directly in Mixamo, ActionForge is perfect for you.<br />
<br />
Features of ActionForge include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">100% Browser-Based & Private:</span> The tool runs entirely inside your web browser with no installation required. Everything is processed locally on your machine—your character models and animations are never uploaded to a server.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Auto-Rigging & Retargeting:</span> You can bring in completely unrigged <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.glb</code></div></div> or <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.fbx</code></div></div> models and rig them directly in the browser. It also supports seamless retargeting, allowing you to adapt animations to your existing skeletons (including Unreal Engine, Mixamo, and Reallusion standard rigs).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Animation Layering & Masking:</span> You can mix and match different animation clips by body part. For example, you can apply a shooting animation to the chest and arms while keeping a running animation on the legs.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Live IK (Inverse Kinematics) & Posing:</span> Features a full suite of posing tools including bone picking, X-axis mirroring, and live IK for arms, legs, and the pelvis. You can adjust reach, tweak joints with 3D gizmos, and edit keyframes via a graph/curve editor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Motion Lab (Locomotion Sets):</span> A standout feature for game developers that can take a single walk or run cycle and automatically generate a complete 8-directional movement set for game engines.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prop Integration:</span> You can import custom 3D props (like swords, staffs, or guns) and attach them directly to your character’s hands to animate interactions perfectly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Camera & Scene Composition:</span> Includes advanced scene tools to preview animations exactly how they will look in-game. You can lock cameras to specific views, adjust focal length/sensor size, and overlay composition guides (like rule-of-thirds and safe areas).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Offline Mode & Local Libraries:</span> While browser-based, you can grant it access to a local folder on your computer to save projects, characters, and pose libraries permanently, protecting your work from browser cache clears.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Export to Major Engines:</span> Animations and characters can be exported as <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.fbx</code></div></div> or <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.glb</code></div></div> files with preset unit and format scales optimized for Unreal Engine (UE4/UE5), Unity, Godot, and Blender.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Built-in CC0 Animation Library:</span> Comes stocked with a categorized library of royalty-free (CC0) animations ranging from locomotion and combat to zombie movements and idle gestures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://actionforge.app/" target="_blank" rel="noopener" class="mycode_url">ActionForge Application</a><br />
<br />
<a href="https://www.mixamo.com/" target="_blank" rel="noopener" class="mycode_url">Mixamo</a><br />
<br />
You can learn more about ActionForge and see it in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/4_-759r7ziI" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] GameMaker Going FREE For Commercial Use]]></title>
			<link>https://sickgaming.net/thread-114134.html</link>
			<pubDate>Fri, 23 Oct 2026 12:05:54 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114134.html</guid>
			<description><![CDATA[Shortly after being acquired by Opera, GameMaker announced <a href="https://gamefromscratch.com/gamemaker-announces-major-pricing-changes/" target="_blank" rel="noopener" class="mycode_url">a new completely free tier of GameMaker</a> that enabled you download and use a complete version of GameMaker Studio  for non-commercial use.  Today they have made another major announcement that will effectively remove that commercial usage limitation.<br />
<br />
Today’s GameMaker announcement:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Today, we’re excited to announce that our next-generation runtime, GMRT, will be made free for commercial use starting January 1, 2027, allowing developers to create and distribute their games for free across desktop, mobile, web, and GX Games. <br />
<br />
These changes are building upon the source code access for GMRT announced earlier this year, aiming to make indie game development on GameMaker more accessible. As a result, developers will have more flexibility in how they work with GameMaker and a simplified commercial model for their new projects. The community will also be able to explore GameMaker’s technology, tailor it to their specific project needs, and even potentially contribute to it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Empowering developers to build and distribute</span><br />
<br />
The streamlined licensing model will enable developers to build and commercially distribute their games using GMRT without having to purchase a Professional license. In addition, they will have source code access across every tier.<br />
<br />
Developers who currently own the Professional license will still be able to commercially distribute games made on the existing GMS2 runtime, and will additionally benefit from access to GMS2 runtime source code. Regardless of runtime, developers will still need an Enterprise license and to be an approved developer to be able to export to consoles. There will be no changes to existing tier pricing. <br />
<br />
“<span style="font-style: italic;" class="mycode_i">From the very beginning, GameMaker has been committed to making game development more accessible and flexible for every creator out there,</span>” said Russell Kay, Head of GameMaker. “<span style="font-style: italic;" class="mycode_i">As GMRT continues to roll out in beta across platforms, we are widening the scope of what we provide to developers. We are excited to see what the community comes up with as we embark on this fresh chapter for GameMaker.</span>”</blockquote>
<br />
So a few key things to point out.  First, thing will only take effect on January 1st, 2027.  Second, it will only apply to games created using the new runtime – GMRT.  If you wish to use the legacy runtime you will continue to require a GameMaker Pro license.  That said, for a clean sheet game, I can think of few reasons why you wouldn’t start off targeting the newer, higher performance GMRT.  This will greatly reduce the value proposition of a GameMaker Pro license, relegating it to Build/CI tools and support for the GMS2 runtime as the only major features.   Console support is still a separate license completely, unchanged by this announcement.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://gamemaker.io/en/blog/gmrt-update" target="_blank" rel="noopener" class="mycode_url">GameMaker Free GMRT License Announcement</a><br />
<br />
<a href="https://gamemaker.io/en" target="_blank" rel="noopener" class="mycode_url">GameMaker Homepage</a><br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/GHUN-o6gHFQ" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
You can learn more about GameMaker going free for commercial use in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Ed3ZnBV0Mt8" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Shortly after being acquired by Opera, GameMaker announced <a href="https://gamefromscratch.com/gamemaker-announces-major-pricing-changes/" target="_blank" rel="noopener" class="mycode_url">a new completely free tier of GameMaker</a> that enabled you download and use a complete version of GameMaker Studio  for non-commercial use.  Today they have made another major announcement that will effectively remove that commercial usage limitation.<br />
<br />
Today’s GameMaker announcement:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Today, we’re excited to announce that our next-generation runtime, GMRT, will be made free for commercial use starting January 1, 2027, allowing developers to create and distribute their games for free across desktop, mobile, web, and GX Games. <br />
<br />
These changes are building upon the source code access for GMRT announced earlier this year, aiming to make indie game development on GameMaker more accessible. As a result, developers will have more flexibility in how they work with GameMaker and a simplified commercial model for their new projects. The community will also be able to explore GameMaker’s technology, tailor it to their specific project needs, and even potentially contribute to it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Empowering developers to build and distribute</span><br />
<br />
The streamlined licensing model will enable developers to build and commercially distribute their games using GMRT without having to purchase a Professional license. In addition, they will have source code access across every tier.<br />
<br />
Developers who currently own the Professional license will still be able to commercially distribute games made on the existing GMS2 runtime, and will additionally benefit from access to GMS2 runtime source code. Regardless of runtime, developers will still need an Enterprise license and to be an approved developer to be able to export to consoles. There will be no changes to existing tier pricing. <br />
<br />
“<span style="font-style: italic;" class="mycode_i">From the very beginning, GameMaker has been committed to making game development more accessible and flexible for every creator out there,</span>” said Russell Kay, Head of GameMaker. “<span style="font-style: italic;" class="mycode_i">As GMRT continues to roll out in beta across platforms, we are widening the scope of what we provide to developers. We are excited to see what the community comes up with as we embark on this fresh chapter for GameMaker.</span>”</blockquote>
<br />
So a few key things to point out.  First, thing will only take effect on January 1st, 2027.  Second, it will only apply to games created using the new runtime – GMRT.  If you wish to use the legacy runtime you will continue to require a GameMaker Pro license.  That said, for a clean sheet game, I can think of few reasons why you wouldn’t start off targeting the newer, higher performance GMRT.  This will greatly reduce the value proposition of a GameMaker Pro license, relegating it to Build/CI tools and support for the GMS2 runtime as the only major features.   Console support is still a separate license completely, unchanged by this announcement.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://gamemaker.io/en/blog/gmrt-update" target="_blank" rel="noopener" class="mycode_url">GameMaker Free GMRT License Announcement</a><br />
<br />
<a href="https://gamemaker.io/en" target="_blank" rel="noopener" class="mycode_url">GameMaker Homepage</a><br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/GHUN-o6gHFQ" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
You can learn more about GameMaker going free for commercial use in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Ed3ZnBV0Mt8" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] UVgami – Free UV Unwrappinng Tool]]></title>
			<link>https://sickgaming.net/thread-114105.html</link>
			<pubDate>Thu, 22 Oct 2026 13:33:31 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114105.html</guid>
			<description><![CDATA[For many the process of UV Unwrapping is tedious and thankfully there is a new, free and open source tool that makes the process incredibly easy – UVgami.  UVGami is available in desktop application form (Windows, Mac and Linux), as well as for Blender and in the browser.  It implements several different unwrapping algorithms in a very easy to use package.<br />
<br />
Details of UVgami (the web app specifically):<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>UVgami is a free website for automatically UV unwrapping 3D models. You can open OBJ, GLB, GLTF, FBX, STL and .blend files and download them with a UV map. Everything runs in your browser, so your models are never uploaded to a server.<br />
<br />
The unwrapping engines are built on <a href="https://github.com/liminchen/OptCuts" target="_blank" rel="noopener" class="mycode_url">OptCuts</a> by Minchen Li et al. and <a href="https://github.com/jpcy/xatlas" target="_blank" rel="noopener" class="mycode_url">xatlas</a> by Jonathan Young.<br />
<br />
If UVgami helped you out, you can support me on <a href="https://ko-fi.com/danielboxer" target="_blank" rel="noopener" class="mycode_url">Ko-fi</a>.<br />
<br />
What is UV unwrapping?<br />
<br />
UV unwrapping is the process of taking a 3D model and flattening it into 2D (like the reverse of origami!). The 2D UV map can then be used to texture the 3D model with an image. Manual UV unwrapping can be tedious and take a long time, so if you have a 3D model you want to texture, you can use this website to automatically UV unwrap it.</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://uvgami.com/" target="_blank" rel="noopener" class="mycode_url">UVgami Homepage</a><br />
<br />
<a href="https://github.com/danielboxer/UVgami" target="_blank" rel="noopener" class="mycode_url">UVgami GitHub Repository</a><br />
<br />
<a href="https://uvgami.com/app" target="_blank" rel="noopener" class="mycode_url">UVgame Web App</a><br />
<br />
The web application version runs entirely locally in your own browser.   You can check out UVgami in action in both desktop and Blender forms in the video below.]]></description>
			<content:encoded><![CDATA[For many the process of UV Unwrapping is tedious and thankfully there is a new, free and open source tool that makes the process incredibly easy – UVgami.  UVGami is available in desktop application form (Windows, Mac and Linux), as well as for Blender and in the browser.  It implements several different unwrapping algorithms in a very easy to use package.<br />
<br />
Details of UVgami (the web app specifically):<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>UVgami is a free website for automatically UV unwrapping 3D models. You can open OBJ, GLB, GLTF, FBX, STL and .blend files and download them with a UV map. Everything runs in your browser, so your models are never uploaded to a server.<br />
<br />
The unwrapping engines are built on <a href="https://github.com/liminchen/OptCuts" target="_blank" rel="noopener" class="mycode_url">OptCuts</a> by Minchen Li et al. and <a href="https://github.com/jpcy/xatlas" target="_blank" rel="noopener" class="mycode_url">xatlas</a> by Jonathan Young.<br />
<br />
If UVgami helped you out, you can support me on <a href="https://ko-fi.com/danielboxer" target="_blank" rel="noopener" class="mycode_url">Ko-fi</a>.<br />
<br />
What is UV unwrapping?<br />
<br />
UV unwrapping is the process of taking a 3D model and flattening it into 2D (like the reverse of origami!). The 2D UV map can then be used to texture the 3D model with an image. Manual UV unwrapping can be tedious and take a long time, so if you have a 3D model you want to texture, you can use this website to automatically UV unwrap it.</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://uvgami.com/" target="_blank" rel="noopener" class="mycode_url">UVgami Homepage</a><br />
<br />
<a href="https://github.com/danielboxer/UVgami" target="_blank" rel="noopener" class="mycode_url">UVgami GitHub Repository</a><br />
<br />
<a href="https://uvgami.com/app" target="_blank" rel="noopener" class="mycode_url">UVgame Web App</a><br />
<br />
The web application version runs entirely locally in your own browser.   You can check out UVgami in action in both desktop and Blender forms in the video below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Flax Engine 1.13 Released]]></title>
			<link>https://sickgaming.net/thread-114078.html</link>
			<pubDate>Wed, 21 Oct 2026 12:50:23 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114078.html</guid>
			<description><![CDATA[Flax Engine just released Flax Engine 1.13.  This game engine has many similarities to Unreal Engine, both in scripting, licensing terms and more, although obviously it is MUCH smaller in scope.<br />
<br />
Key features of Flax Engine 1.13 include:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">DDGI improvements:</span> The real-time global illumination system now samples and filters better in areas far from probes, keeping indirect shadowing intact. A new option also renders indirect lighting at half resolution with bilateral upscaling for better performance.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">DDGI specular reflections:</span> DDGI can now place a set of specular probes so rough surfaces get dynamic reflections, removing the need for Environment Probes. On the demo level this costs about 49 MB of VRAM and 0.5–0.9 ms of GPU time on a 2080 Ti.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">.NET 10 and C# 14:</span> Since .NET 8 reaches end of life this year, Flax moved its base runtime to .NET 10 LTS, bringing C# 14 and major performance gains. The team showed it running on Nintendo Switch.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Editor UI improvements:</span> The properties panel now has a search field. The wireframe debug view was also rebuilt, drawing lines over the lit model.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Split-screen local co-op:</span> Flax can now render multiple viewports into the main window, each with its own GUI region. A new local co-op racing sample, built on the Arizona Framework, shows split-screen with multiple HUDs.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">PCSS shadows:</span> A new soft-shadow algorithm adjusts penumbra size to the light source’s size. It works with point, spot and directional lights.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Occlusion culling:</span> New hardware-query and HZB-based culling skip hidden objects to cut draw calls, especially in interior scenes. It covers models, particles, terrain, foliage and dynamic shadows, and you can plug in your own culling methods.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Hardware instancing for animated models:</span> Skeleton bone data now lives in a shared GPU buffer, so identical skinned meshes can be drawn in one call. A demo ran 5,000 animated characters at 60 fps.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">FSR 4 and TAAU:</span> Temporal anti-aliasing can now upscale the image itself (TAAU), and the FSR plugin has been updated to AMD FSR 4.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Reversed Z:</span> The depth buffer now runs from 1 to 0, which gives more precision at a distance and improves rendering of large worlds. It’s on by default.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Platform sample:</span> A new sample project shows how to get player avatars, achievements and friends lists. It also uses new <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>IOnlinePlatform</code></div></div> features for overlay UI and rich presence.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Audio device detection:</span> On desktop, games now automatically switch audio output when the player changes devices, such as moving from headphones to speakers.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Other editor and tooling updates:</span> Nodes such as comments can be resized from any side, and the GPU memory profiler can preview and save resources. Behavior Tree decorators now show condition text, colored by the result during play mode.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Scripting and UI extras:</span> A new <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ScriptingObjectInterfaceReference&lt;T&gt;</code></div></div> lets you reference objects by interface in both C++ and C#. <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>RenderToTextureControl</code></div></div> can now apply a custom material shader to rendered UI, for effects like curved HUDs.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Roadmap:</span> Flax 1.14 is planned for Q1 2027 and 1.15 for Q3 2027, with Flax 2.0 targeted for late 2027. The team aims for full backward compatibility when projects move to 2.0.<br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://flaxengine.com/" target="_blank" rel="noopener" class="mycode_url">Flax Homepage</a><br />
<br />
<a href="https://flaxengine.com/blog/flax-1-13-released/" target="_blank" rel="noopener" class="mycode_url">Flax 1.13 Release Details</a><br />
<br />
<a href="https://flaxengine.com/discord" target="_blank" rel="noopener" class="mycode_url">Flax Discord Server</a><br />
<br />
<a href="https://github.com/FlaxEngine/FlaxEngine" target="_blank" rel="noopener" class="mycode_url">Flax Engine GitHub Repository</a><br />
<br />
<a href="https://github.com/FlaxEngine/FlaxWebRacing" target="_blank" rel="noopener" class="mycode_url">Web Racing Demo Repository</a><br />
<br />
You can learn more about the Flax Engine 1.13 release in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/_xoFm1A8pf8" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Flax Engine just released Flax Engine 1.13.  This game engine has many similarities to Unreal Engine, both in scripting, licensing terms and more, although obviously it is MUCH smaller in scope.<br />
<br />
Key features of Flax Engine 1.13 include:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">DDGI improvements:</span> The real-time global illumination system now samples and filters better in areas far from probes, keeping indirect shadowing intact. A new option also renders indirect lighting at half resolution with bilateral upscaling for better performance.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">DDGI specular reflections:</span> DDGI can now place a set of specular probes so rough surfaces get dynamic reflections, removing the need for Environment Probes. On the demo level this costs about 49 MB of VRAM and 0.5–0.9 ms of GPU time on a 2080 Ti.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">.NET 10 and C# 14:</span> Since .NET 8 reaches end of life this year, Flax moved its base runtime to .NET 10 LTS, bringing C# 14 and major performance gains. The team showed it running on Nintendo Switch.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Editor UI improvements:</span> The properties panel now has a search field. The wireframe debug view was also rebuilt, drawing lines over the lit model.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Split-screen local co-op:</span> Flax can now render multiple viewports into the main window, each with its own GUI region. A new local co-op racing sample, built on the Arizona Framework, shows split-screen with multiple HUDs.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">PCSS shadows:</span> A new soft-shadow algorithm adjusts penumbra size to the light source’s size. It works with point, spot and directional lights.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Occlusion culling:</span> New hardware-query and HZB-based culling skip hidden objects to cut draw calls, especially in interior scenes. It covers models, particles, terrain, foliage and dynamic shadows, and you can plug in your own culling methods.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Hardware instancing for animated models:</span> Skeleton bone data now lives in a shared GPU buffer, so identical skinned meshes can be drawn in one call. A demo ran 5,000 animated characters at 60 fps.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">FSR 4 and TAAU:</span> Temporal anti-aliasing can now upscale the image itself (TAAU), and the FSR plugin has been updated to AMD FSR 4.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Reversed Z:</span> The depth buffer now runs from 1 to 0, which gives more precision at a distance and improves rendering of large worlds. It’s on by default.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Platform sample:</span> A new sample project shows how to get player avatars, achievements and friends lists. It also uses new <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>IOnlinePlatform</code></div></div> features for overlay UI and rich presence.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Audio device detection:</span> On desktop, games now automatically switch audio output when the player changes devices, such as moving from headphones to speakers.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Other editor and tooling updates:</span> Nodes such as comments can be resized from any side, and the GPU memory profiler can preview and save resources. Behavior Tree decorators now show condition text, colored by the result during play mode.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Scripting and UI extras:</span> A new <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ScriptingObjectInterfaceReference&lt;T&gt;</code></div></div> lets you reference objects by interface in both C++ and C#. <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>RenderToTextureControl</code></div></div> can now apply a custom material shader to rendered UI, for effects like curved HUDs.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Roadmap:</span> Flax 1.14 is planned for Q1 2027 and 1.15 for Q3 2027, with Flax 2.0 targeted for late 2027. The team aims for full backward compatibility when projects move to 2.0.<br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://flaxengine.com/" target="_blank" rel="noopener" class="mycode_url">Flax Homepage</a><br />
<br />
<a href="https://flaxengine.com/blog/flax-1-13-released/" target="_blank" rel="noopener" class="mycode_url">Flax 1.13 Release Details</a><br />
<br />
<a href="https://flaxengine.com/discord" target="_blank" rel="noopener" class="mycode_url">Flax Discord Server</a><br />
<br />
<a href="https://github.com/FlaxEngine/FlaxEngine" target="_blank" rel="noopener" class="mycode_url">Flax Engine GitHub Repository</a><br />
<br />
<a href="https://github.com/FlaxEngine/FlaxWebRacing" target="_blank" rel="noopener" class="mycode_url">Web Racing Demo Repository</a><br />
<br />
You can learn more about the Flax Engine 1.13 release in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/_xoFm1A8pf8" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] October Free GameDev Assets Round-Up #2]]></title>
			<link>https://sickgaming.net/thread-114046.html</link>
			<pubDate>Tue, 20 Oct 2026 12:04:44 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-114046.html</guid>
			<description><![CDATA[It’s time for the next Epic Games bi-monthly asset giveaway on the Fab marketplace, with 3 free assets from October 20th to November 3rd. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets (and 1 Unity asset), of course you can also expert many assets to work in other game engines, we showcase one such asset exported to the Godot game engine, check out the guides below for details how. We also have several other free assets today, detailed below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fab Marketplace Giveaway &#91;Oct 20 – Nov 3&#93;</span><br />
<ul class="mycode_list"><li><a href="https://www.fab.com/listings/be5ed72e-f542-41f4-b747-bdb343eef609" target="_blank" rel="noopener" class="mycode_url">Modular Post Apocalyptic Desert Environment</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/7917aa8f-1e38-44cc-90d7-9c69da3c87b4" target="_blank" rel="noopener" class="mycode_url">Celebrations All In One Bundle — VFX & Material for Christmas Halloween Holidays</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/e40713f0-ebea-4f4d-ad9b-b577db4432d5" target="_blank" rel="noopener" class="mycode_url">Armored Stone Golem – Dark Fantasy Boss</a><br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Unity Asset Store Publisher Giveaway</span><br />
<br />
<a href="https://assetstore.unity.com/packages/3d/characters/creatures/mushroom-cute-series-163194?aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Mushroom Cute Series</a> Use Code MESHTINT2026 at checkout<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bundle Foundry Free Assets</span><br />
<ul class="mycode_list"><li><a href="https://bundlefoundry.com/bundle/the-extensive-unreal-engine-environment-bundle-by-leya-design?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Red Canyon Desert Biome – Extensive Unreal Engine 3D Environment Bundle by Leya Design</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/mega-ue5-urban-environment-asset-bundle-by-scansmatter?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Modern Building Vol 1 – Mega UE5 Urban Environment & Asset Bundle by ScansMatter</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/the-blender-mastery-tutorial-bundle-by-gamedev-tv?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Get Started with Blender – The Blender Mastery Tutorial Bundle by Gamedev.tv</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/unity-stylized-environment-mega-bundle-by-sics?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Complete Vehicle Pack Vol#1 – Stylized Environment Mega Bundle</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/massive-3d-art-tutorial-learning-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">3D Environment 6+ Hour Tutorial – Massive 3D Art Tutorial Learning Bundle</a><br />
<br />
</li>
</ul>
<br />
Please note Bundle Foundry free assets are available on a limited first-come-first-served basis.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Other Free Assets</span><br />
<br />
<a href="https://kenney.itch.io/kenney-shape" target="_blank" rel="noopener" class="mycode_url">Kenney Shape 2D to 3D Application</a><br />
<br />
<a href="https://kenney.nl/assets/tiny-city" target="_blank" rel="noopener" class="mycode_url">Kenney.nl Tiny City</a><br />
<br />
<a href="https://store.godotengine.org/asset/blendkit/blendkit/" target="_blank" rel="noopener" class="mycode_url">Blendkit 3D Asset Library to Godot Importer</a><br />
<br />
If you are interested in getting these assets into other game engines, check out our various guides available here:<br />
<ul class="mycode_list"><li><a href="https://gamefromscratch.com/using-asset-store-assets-in-other-engines-is-it-legal/" target="_blank" rel="noopener" class="mycode_url">Is It Legal to Export from Unity or Unreal Engine?</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/unreal-to-godot-amazing-new-exporter-tool/" target="_blank" rel="noopener" class="mycode_url">New Unreal To Godot Export Plugin</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/" target="_blank" rel="noopener" class="mycode_url">Exporting From Unreal to Unity/Godot/Blender/etc</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/" target="_blank" rel="noopener" class="mycode_url">Unity to Godot in Seconds</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unity-to-other-game-engines/" target="_blank" rel="noopener" class="mycode_url">Exporting from Unity to Other Game Engines</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-unreal-engine-in-minutes-with-utu/" target="_blank" rel="noopener" class="mycode_url">Move From Unity to Unreal in Minutes</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/moving-from-and-to-the-unity-game-engine/" target="_blank" rel="noopener" class="mycode_url">Moving From and To The Unity Game Engine</a><br />
<br />
</li>
</ul>
<br />
You can see all of these assets in action and several other free game development asset giveaways in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/VB7IS2Bwe8Q" frameborder="0" allowfullscreen="true"></iframe>below. Links on this page may help support GFS in used (and thanks if you do!).]]></description>
			<content:encoded><![CDATA[It’s time for the next Epic Games bi-monthly asset giveaway on the Fab marketplace, with 3 free assets from October 20th to November 3rd. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets (and 1 Unity asset), of course you can also expert many assets to work in other game engines, we showcase one such asset exported to the Godot game engine, check out the guides below for details how. We also have several other free assets today, detailed below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fab Marketplace Giveaway &#91;Oct 20 – Nov 3&#93;</span><br />
<ul class="mycode_list"><li><a href="https://www.fab.com/listings/be5ed72e-f542-41f4-b747-bdb343eef609" target="_blank" rel="noopener" class="mycode_url">Modular Post Apocalyptic Desert Environment</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/7917aa8f-1e38-44cc-90d7-9c69da3c87b4" target="_blank" rel="noopener" class="mycode_url">Celebrations All In One Bundle — VFX & Material for Christmas Halloween Holidays</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/e40713f0-ebea-4f4d-ad9b-b577db4432d5" target="_blank" rel="noopener" class="mycode_url">Armored Stone Golem – Dark Fantasy Boss</a><br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Unity Asset Store Publisher Giveaway</span><br />
<br />
<a href="https://assetstore.unity.com/packages/3d/characters/creatures/mushroom-cute-series-163194?aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Mushroom Cute Series</a> Use Code MESHTINT2026 at checkout<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bundle Foundry Free Assets</span><br />
<ul class="mycode_list"><li><a href="https://bundlefoundry.com/bundle/the-extensive-unreal-engine-environment-bundle-by-leya-design?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Red Canyon Desert Biome – Extensive Unreal Engine 3D Environment Bundle by Leya Design</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/mega-ue5-urban-environment-asset-bundle-by-scansmatter?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Modern Building Vol 1 – Mega UE5 Urban Environment & Asset Bundle by ScansMatter</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/the-blender-mastery-tutorial-bundle-by-gamedev-tv?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Get Started with Blender – The Blender Mastery Tutorial Bundle by Gamedev.tv</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/unity-stylized-environment-mega-bundle-by-sics?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Complete Vehicle Pack Vol#1 – Stylized Environment Mega Bundle</a><br />
<br />
</li>
<li><a href="https://bundlefoundry.com/bundle/massive-3d-art-tutorial-learning-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">3D Environment 6+ Hour Tutorial – Massive 3D Art Tutorial Learning Bundle</a><br />
<br />
</li>
</ul>
<br />
Please note Bundle Foundry free assets are available on a limited first-come-first-served basis.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Other Free Assets</span><br />
<br />
<a href="https://kenney.itch.io/kenney-shape" target="_blank" rel="noopener" class="mycode_url">Kenney Shape 2D to 3D Application</a><br />
<br />
<a href="https://kenney.nl/assets/tiny-city" target="_blank" rel="noopener" class="mycode_url">Kenney.nl Tiny City</a><br />
<br />
<a href="https://store.godotengine.org/asset/blendkit/blendkit/" target="_blank" rel="noopener" class="mycode_url">Blendkit 3D Asset Library to Godot Importer</a><br />
<br />
If you are interested in getting these assets into other game engines, check out our various guides available here:<br />
<ul class="mycode_list"><li><a href="https://gamefromscratch.com/using-asset-store-assets-in-other-engines-is-it-legal/" target="_blank" rel="noopener" class="mycode_url">Is It Legal to Export from Unity or Unreal Engine?</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/unreal-to-godot-amazing-new-exporter-tool/" target="_blank" rel="noopener" class="mycode_url">New Unreal To Godot Export Plugin</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/" target="_blank" rel="noopener" class="mycode_url">Exporting From Unreal to Unity/Godot/Blender/etc</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/" target="_blank" rel="noopener" class="mycode_url">Unity to Godot in Seconds</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/exporting-from-unity-to-other-game-engines/" target="_blank" rel="noopener" class="mycode_url">Exporting from Unity to Other Game Engines</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/move-from-unity-to-unreal-engine-in-minutes-with-utu/" target="_blank" rel="noopener" class="mycode_url">Move From Unity to Unreal in Minutes</a><br />
<br />
</li>
<li><a href="https://gamefromscratch.com/moving-from-and-to-the-unity-game-engine/" target="_blank" rel="noopener" class="mycode_url">Moving From and To The Unity Game Engine</a><br />
<br />
</li>
</ul>
<br />
You can see all of these assets in action and several other free game development asset giveaways in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/VB7IS2Bwe8Q" frameborder="0" allowfullscreen="true"></iframe>below. Links on this page may help support GFS in used (and thanks if you do!).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Godot 4.8 Beta1 Released]]></title>
			<link>https://sickgaming.net/thread-113990.html</link>
			<pubDate>Mon, 19 Oct 2026 13:43:34 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113990.html</guid>
			<description><![CDATA[The first Beta release of Godot 4.8 has arrived and it’s jam packed with features and improvements.  This *should* be the feature complete version of what should ship with Godot 4.8, with the current feature set frozen.   This is of course a beta, so shouldn’t be used in production environments.<br />
<br />
Highlight features of Godot 4.8 include:<br />
<br />
Here is the updated summary with the UI improvements consolidated into the top bullet:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Massive Editor UI Improvements:</span> The biggest highlight of this release is a comprehensive overhaul of editor UI features. The game view is now embedded into the main editor window by default, alongside main screen editors that have been converted into regular, undockable, and closable windows. Furthermore, quality-of-life enhancements like zoomable resource thumbnails, improved drag and drop indication and new hover visibility toggles in the scene tree make managing complex projects incredibly fast.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Trail3D for VFX:</span> A highly requested native 3D trail node has been added to make creating stunning visual effects accessible without requiring deep math knowledge. It provides an out-of-the-box solution that just works (It really is stupidly easy to use).<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mip-level Texture Streaming:</span> You can now dynamically load and unload images based on a camera’s relative position. This improves rendering performance and manages memory more effectively in larger scenes.  While not quite texture streaming, it should greatly improve performance on texture dense games like open worlds.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Focused GDScript Underlines & Refactoring:</span> The editor now features focused in-editor underlines specifically designed to highlight GDScript warnings and errors without cluttering the screen. It also improves syntax highlighting performance and introduces powerful new GDScript refactoring capabilities.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">CanvasItem Game View Manipulation:</span> You can now directly move, resize, rotate, and scale CanvasItems  of your running game within the game view using a dedicated toolbar. It also supports full undo/redo and opening scenes via double-clicking.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">VisualShader Node Groups:</span> To reduce bloat in complex shader graphs, you can now encapsulate frequently-used sections into reusable node groups. This cleans up messy boilerplate and makes shader development much more organized.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Auto-Resizing UI Fonts:</span> Labels and RichTextLabels now include properties for auto, minimum, and maximum font sizing. This automatically adjusts in-game text to fit constraints..<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Screen Space Contact Shadows:</span> A new rendering feature creates an R8 shadow texture for each directional light and blends them with shadow maps. This delivers highly performant shadows without compromising visual quality.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Built-in Android SDK Manager:</span> The editor can now automatically download, set up, and manage the Android and Java SDKs with the click of a button. This dramatically streamlines the mobile export process.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">TextEdit & CodeEdit Touch Support:</span> The script editors received major touch input upgrades, including tap-to-place cursor, drag-to-scroll, and double-tap for text selection. The code completion popup can now also be scrolled via touch.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Core Engine Optimizations:</span> Runtime RAM usage has been reduced by ~12mb by simplifying GDType, and object property access was accelerated by 1.6x. Removing many child nodes simultaneously is also noticeably faster.<br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://godotengine.org/" target="_blank" rel="noopener" class="mycode_url">Godot Homepage</a><br />
<br />
<a href="https://godotengine.org/article/dev-snapshot-godot-4-8-beta-1/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Beta Release Notes</a><br />
<br />
You can learn more about the Godot 4.8 Beta in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Ewrsm7qvZKY" frameborder="0" allowfullscreen="true"></iframe>below.  Special thanks to <a href="https://syntystore.com/npohgr" target="_blank" rel="noopener" class="mycode_url">Synty Pass</a> for sponsoring this video.]]></description>
			<content:encoded><![CDATA[The first Beta release of Godot 4.8 has arrived and it’s jam packed with features and improvements.  This *should* be the feature complete version of what should ship with Godot 4.8, with the current feature set frozen.   This is of course a beta, so shouldn’t be used in production environments.<br />
<br />
Highlight features of Godot 4.8 include:<br />
<br />
Here is the updated summary with the UI improvements consolidated into the top bullet:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Massive Editor UI Improvements:</span> The biggest highlight of this release is a comprehensive overhaul of editor UI features. The game view is now embedded into the main editor window by default, alongside main screen editors that have been converted into regular, undockable, and closable windows. Furthermore, quality-of-life enhancements like zoomable resource thumbnails, improved drag and drop indication and new hover visibility toggles in the scene tree make managing complex projects incredibly fast.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Trail3D for VFX:</span> A highly requested native 3D trail node has been added to make creating stunning visual effects accessible without requiring deep math knowledge. It provides an out-of-the-box solution that just works (It really is stupidly easy to use).<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mip-level Texture Streaming:</span> You can now dynamically load and unload images based on a camera’s relative position. This improves rendering performance and manages memory more effectively in larger scenes.  While not quite texture streaming, it should greatly improve performance on texture dense games like open worlds.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Focused GDScript Underlines & Refactoring:</span> The editor now features focused in-editor underlines specifically designed to highlight GDScript warnings and errors without cluttering the screen. It also improves syntax highlighting performance and introduces powerful new GDScript refactoring capabilities.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">CanvasItem Game View Manipulation:</span> You can now directly move, resize, rotate, and scale CanvasItems  of your running game within the game view using a dedicated toolbar. It also supports full undo/redo and opening scenes via double-clicking.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">VisualShader Node Groups:</span> To reduce bloat in complex shader graphs, you can now encapsulate frequently-used sections into reusable node groups. This cleans up messy boilerplate and makes shader development much more organized.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Auto-Resizing UI Fonts:</span> Labels and RichTextLabels now include properties for auto, minimum, and maximum font sizing. This automatically adjusts in-game text to fit constraints..<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Screen Space Contact Shadows:</span> A new rendering feature creates an R8 shadow texture for each directional light and blends them with shadow maps. This delivers highly performant shadows without compromising visual quality.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Built-in Android SDK Manager:</span> The editor can now automatically download, set up, and manage the Android and Java SDKs with the click of a button. This dramatically streamlines the mobile export process.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">TextEdit & CodeEdit Touch Support:</span> The script editors received major touch input upgrades, including tap-to-place cursor, drag-to-scroll, and double-tap for text selection. The code completion popup can now also be scrolled via touch.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Core Engine Optimizations:</span> Runtime RAM usage has been reduced by ~12mb by simplifying GDType, and object property access was accelerated by 1.6x. Removing many child nodes simultaneously is also noticeably faster.<br />
<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://godotengine.org/" target="_blank" rel="noopener" class="mycode_url">Godot Homepage</a><br />
<br />
<a href="https://godotengine.org/article/dev-snapshot-godot-4-8-beta-1/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Beta Release Notes</a><br />
<br />
You can learn more about the Godot 4.8 Beta in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/Ewrsm7qvZKY" frameborder="0" allowfullscreen="true"></iframe>below.  Special thanks to <a href="https://syntystore.com/npohgr" target="_blank" rel="noopener" class="mycode_url">Synty Pass</a> for sponsoring this video.]]></content:encoded>
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