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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>Sat, 19 Sep 2026 11:52:32 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[[Dev News] Modern Game Programming Languages]]></title>
			<link>https://sickgaming.net/thread-113133.html</link>
			<pubDate>Thu, 17 Sep 2026 13:04:31 -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-113133.html</guid>
			<description><![CDATA[C++ and lately C# have absolutely dominated the game programming language space, but there are several great “new” modern systems level programming languages that are viable for game development.  In this <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/8gpWehqMf84" frameborder="0" allowfullscreen="true"></iframe>we run through some of the most exciting new(ish) programming languages.<br />
<br />
<a href="https://odin-lang.org/" target="_blank" rel="noopener" class="mycode_url">ODIN</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Odin is a general-purpose programming language with distinct typing built for high performance, modern systems and data-oriented programming.<br />
<br />
Odin is the C alternative for the Joy of Programming.<br />
<br />
<a href="https://github.com/jakubtomsu/awesome-odin" target="_blank" rel="noopener" class="mycode_url">Awesome ODIN</a><br />
<br />
<a href="https://ziglang.org/" target="_blank" rel="noopener" class="mycode_url">ZIG</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Zig is a general-purpose programming language and toolchain for maintaining <span style="font-weight: bold;" class="mycode_b">robust</span>, <span style="font-weight: bold;" class="mycode_b">optimal</span> and <span style="font-weight: bold;" class="mycode_b">reusable</span> software.<br />
<br />
<a href="https://github.com/zigcc/awesome-zig" target="_blank" rel="noopener" class="mycode_url">Awesome Zig</a><br />
<br />
<a href="https://nim-lang.org/" target="_blank" rel="noopener" class="mycode_url">nim</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula.<br />
<br />
<a href="https://github.com/ringabout/awesome-nim" target="_blank" rel="noopener" class="mycode_url">Awesome Nim</a><br />
<br />
<a href="https://www.beeflang.org/" target="_blank" rel="noopener" class="mycode_url">Beef</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Beef is a high-performance multi-paradigm open source programming language with a focus on developer productivity.<br />
<br />
<a href="https://haxe.org/" target="_blank" rel="noopener" class="mycode_url">Haxe</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Haxe is an open source high-level strictly-typed programming language with a fast optimizing cross-compiler.<br />
<br />
<a href="https://haxe.org/use-cases/games/" target="_blank" rel="noopener" class="mycode_url">Haxe for Games</a><br />
<br />
<a href="https://rust-lang.org/" target="_blank" rel="noopener" class="mycode_url">Rust</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
A language empowering everyone to build reliable and efficient software.<br />
<br />
<a href="https://github.com/rust-unofficial/awesome-rust" target="_blank" rel="noopener" class="mycode_url">Awesome Rust</a><br />
<br />
<a href="https://mojolang.org/" target="_blank" rel="noopener" class="mycode_url">Mojo</a><br />
<br />
Write fast code for diverse hardware (spanning CPUs, GPUs and more) without vendor lock-in, in a language that’s both user friendly and memory safe.<br />
<br />
<a href="https://github.com/mojicians/awesome-mojo" target="_blank" rel="noopener" class="mycode_url">Awesome Mojo</a><br />
<br />
You can learn more about other modern programming languages for game development in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/8gpWehqMf84" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[C++ and lately C# have absolutely dominated the game programming language space, but there are several great “new” modern systems level programming languages that are viable for game development.  In this <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/8gpWehqMf84" frameborder="0" allowfullscreen="true"></iframe>we run through some of the most exciting new(ish) programming languages.<br />
<br />
<a href="https://odin-lang.org/" target="_blank" rel="noopener" class="mycode_url">ODIN</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Odin is a general-purpose programming language with distinct typing built for high performance, modern systems and data-oriented programming.<br />
<br />
Odin is the C alternative for the Joy of Programming.<br />
<br />
<a href="https://github.com/jakubtomsu/awesome-odin" target="_blank" rel="noopener" class="mycode_url">Awesome ODIN</a><br />
<br />
<a href="https://ziglang.org/" target="_blank" rel="noopener" class="mycode_url">ZIG</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Zig is a general-purpose programming language and toolchain for maintaining <span style="font-weight: bold;" class="mycode_b">robust</span>, <span style="font-weight: bold;" class="mycode_b">optimal</span> and <span style="font-weight: bold;" class="mycode_b">reusable</span> software.<br />
<br />
<a href="https://github.com/zigcc/awesome-zig" target="_blank" rel="noopener" class="mycode_url">Awesome Zig</a><br />
<br />
<a href="https://nim-lang.org/" target="_blank" rel="noopener" class="mycode_url">nim</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula.<br />
<br />
<a href="https://github.com/ringabout/awesome-nim" target="_blank" rel="noopener" class="mycode_url">Awesome Nim</a><br />
<br />
<a href="https://www.beeflang.org/" target="_blank" rel="noopener" class="mycode_url">Beef</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Beef is a high-performance multi-paradigm open source programming language with a focus on developer productivity.<br />
<br />
<a href="https://haxe.org/" target="_blank" rel="noopener" class="mycode_url">Haxe</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
Haxe is an open source high-level strictly-typed programming language with a fast optimizing cross-compiler.<br />
<br />
<a href="https://haxe.org/use-cases/games/" target="_blank" rel="noopener" class="mycode_url">Haxe for Games</a><br />
<br />
<a href="https://rust-lang.org/" target="_blank" rel="noopener" class="mycode_url">Rust</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">In Their Words</span><br />
<br />
A language empowering everyone to build reliable and efficient software.<br />
<br />
<a href="https://github.com/rust-unofficial/awesome-rust" target="_blank" rel="noopener" class="mycode_url">Awesome Rust</a><br />
<br />
<a href="https://mojolang.org/" target="_blank" rel="noopener" class="mycode_url">Mojo</a><br />
<br />
Write fast code for diverse hardware (spanning CPUs, GPUs and more) without vendor lock-in, in a language that’s both user friendly and memory safe.<br />
<br />
<a href="https://github.com/mojicians/awesome-mojo" target="_blank" rel="noopener" class="mycode_url">Awesome Mojo</a><br />
<br />
You can learn more about other modern programming languages for game development in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/8gpWehqMf84" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] VOID .NET 2D Game Development Framework]]></title>
			<link>https://sickgaming.net/thread-113121.html</link>
			<pubDate>Wed, 16 Sep 2026 12:16:43 -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-113121.html</guid>
			<description><![CDATA[Void is a new free &amp; open source (MIT licensed) .NET / C# game development framework.  It should feel immediately familiar to any XNA or MonoGame developer.  The Void engine is described as:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">VOID Engine</span> is a lightweight, modular 2D game framework for .NET.<br />
<br />
It provides the systems most games need without trying to become a giant all-in-one engine.<br />
<br />
VOID is built around a simple idea:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Give developers solid defaults without assuming those defaults are right for every game.</span><br />
<br />
Use the built-in systems as they are, extend them, replace them, or ignore the ones you do not need.<br />
<br />
VOID deliberately stays focused on framework-level systems. Features such as full physics and UI frameworks are left to your game or the libraries you choose.</blockquote>
<br />
Void is composed of the following components:<br />
<br />
SystemWhat It Does<span style="font-weight: bold;" class="mycode_b">Rendering</span>Batched sprite and primitive rendering, texture atlasing, shaders, render targets, post-processing<span style="font-weight: bold;" class="mycode_b">Renderer API</span>Public renderer-neutral contracts with a pluggable backend architecture<span style="font-weight: bold;" class="mycode_b">Platform</span>SDL3 windowing, displays, fullscreen modes, events, keyboard, mouse, and gamepads<span style="font-weight: bold;" class="mycode_b">Assets</span>Mount-based virtual file system, custom asset types, pack loading, LRU eviction<span style="font-weight: bold;" class="mycode_b">Audio</span>OpenAL playback, sound pooling, priority-based voice stealing, category volumes<span style="font-weight: bold;" class="mycode_b">Saving</span>AES-GCM encrypted saves with manifest verification<span style="font-weight: bold;" class="mycode_b">Pathfinding</span>A*, Dijkstra, BFS, and flow fields<span style="font-weight: bold;" class="mycode_b">Coroutines</span>Tweens, sequencing, delays, waits, and easing<span style="font-weight: bold;" class="mycode_b">Logging</span>Async logging with console and file sinks<span style="font-weight: bold;" class="mycode_b">Math</span>Vectors, matrices, rectangles, colors, easing, and random helpers<span style="font-weight: bold;" class="mycode_b">Tooling</span>Project templates and encrypted asset packing tools<span style="font-weight: bold;" class="mycode_b">LDtk</span>LDtk level and asset integration<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/Shmellyorc/Void" target="_blank" rel="noopener" class="mycode_url">Void GitHub Repository</a><br />
<br />
<a href="https://github.com/Shmellyorc/Void/wiki" target="_blank" rel="noopener" class="mycode_url">Void Documentation</a><br />
<br />
<a href="https://ldtk.io/" target="_blank" rel="noopener" class="mycode_url">LDtk Homepage</a><br />
<br />
You can learn more about the Void gamedev framework and see it in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/gqg8voXoZvI" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Void is a new free &amp; open source (MIT licensed) .NET / C# game development framework.  It should feel immediately familiar to any XNA or MonoGame developer.  The Void engine is described as:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">VOID Engine</span> is a lightweight, modular 2D game framework for .NET.<br />
<br />
It provides the systems most games need without trying to become a giant all-in-one engine.<br />
<br />
VOID is built around a simple idea:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Give developers solid defaults without assuming those defaults are right for every game.</span><br />
<br />
Use the built-in systems as they are, extend them, replace them, or ignore the ones you do not need.<br />
<br />
VOID deliberately stays focused on framework-level systems. Features such as full physics and UI frameworks are left to your game or the libraries you choose.</blockquote>
<br />
Void is composed of the following components:<br />
<br />
SystemWhat It Does<span style="font-weight: bold;" class="mycode_b">Rendering</span>Batched sprite and primitive rendering, texture atlasing, shaders, render targets, post-processing<span style="font-weight: bold;" class="mycode_b">Renderer API</span>Public renderer-neutral contracts with a pluggable backend architecture<span style="font-weight: bold;" class="mycode_b">Platform</span>SDL3 windowing, displays, fullscreen modes, events, keyboard, mouse, and gamepads<span style="font-weight: bold;" class="mycode_b">Assets</span>Mount-based virtual file system, custom asset types, pack loading, LRU eviction<span style="font-weight: bold;" class="mycode_b">Audio</span>OpenAL playback, sound pooling, priority-based voice stealing, category volumes<span style="font-weight: bold;" class="mycode_b">Saving</span>AES-GCM encrypted saves with manifest verification<span style="font-weight: bold;" class="mycode_b">Pathfinding</span>A*, Dijkstra, BFS, and flow fields<span style="font-weight: bold;" class="mycode_b">Coroutines</span>Tweens, sequencing, delays, waits, and easing<span style="font-weight: bold;" class="mycode_b">Logging</span>Async logging with console and file sinks<span style="font-weight: bold;" class="mycode_b">Math</span>Vectors, matrices, rectangles, colors, easing, and random helpers<span style="font-weight: bold;" class="mycode_b">Tooling</span>Project templates and encrypted asset packing tools<span style="font-weight: bold;" class="mycode_b">LDtk</span>LDtk level and asset integration<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/Shmellyorc/Void" target="_blank" rel="noopener" class="mycode_url">Void GitHub Repository</a><br />
<br />
<a href="https://github.com/Shmellyorc/Void/wiki" target="_blank" rel="noopener" class="mycode_url">Void Documentation</a><br />
<br />
<a href="https://ldtk.io/" target="_blank" rel="noopener" class="mycode_url">LDtk Homepage</a><br />
<br />
You can learn more about the Void gamedev framework and see it in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/gqg8voXoZvI" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Gate – An Improved GDScript?]]></title>
			<link>https://sickgaming.net/thread-113115.html</link>
			<pubDate>Tue, 15 Sep 2026 13:09:43 -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-113115.html</guid>
			<description><![CDATA[Today we are looking at the newly created Gate programming language.   In a manner very similar to Dart and especially TypeScript in their relationship to JavaScript, Gate is that to Godot’s GDScript programming language.  It is a high level superset ( AKA, valid GDScript is valid Gate script) of the GDScript language that ultimately compiles down to GDScript .gd files.  This is done to add several new high level language features including:<br />
<ul class="mycode_list"><li>Type-first declarations<br />
<br />
</li>
<li>Null safety<br />
<br />
</li>
<li>Structs<br />
<br />
</li>
<li>Interfaces, traits and namespaces<br />
<br />
</li>
<li>Generics<br />
<br />
</li>
<li>Expressions<br />
<br />
</li>
</ul>
<br />
All while providing roughly comparable performance.<br />
<br />
One challenge with Gate is that Godot doesn’t display non recognized file types in the file browser, meaning you will not see Gate files inside of Godot.  Therefore I created this simple plugin called gate_importer, add the following 3 files to your addons folder:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">plugin.gd</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>@tool
extends EditorPlugin

var import_plugin

func _enter_tree() -&gt; void:
	import_plugin = preload("res://addons/gate_importer/gate_importer.gd").new()
	add_import_plugin(import_plugin)

func _exit_tree() -&gt; void:
	remove_import_plugin(import_plugin)
	import_plugin = null</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">plugin.cfg</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&#91;plugin&#93;

name="Gate File Support"
description="Registers .gate files in the FileSystem dock."
author="Bob Dole"
version="1.0"
script="plugin.gd"</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">game_importer.gd</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>@tool
extends EditorImportPlugin

func _get_importer_name() -&gt; String:
	return "custom.gate.importer"

func _get_visible_name() -&gt; String:
	return "Gate File"

func _get_recognized_extensions() -&gt; PackedStringArray:
	return &#91;"gate"&#93;

func _get_save_extension() -&gt; String:
	return "res"

func _get_resource_type() -&gt; String:
	return "Resource"

func _get_preset_count() -&gt; int:
	return 1

func _get_preset_name(preset_index: int) -&gt; String:
	return "Default"

func _get_import_options(path: String, preset_index: int) -&gt; Array&#91;Dictionary&#93;:
	return &#91;&#93;

func _import(source_file: String, save_path: String, options: Dictionary, platform_variants: Array&#91;String&#93;, gen_files: Array&#91;String&#93;) -&gt; Error:
	var resource = Resource.new()
	var filename = "%s.%s" % &#91;save_path, _get_save_extension()&#93;
	return ResourceSaver.save(resource, filename)</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/Blade67/GATE" target="_blank" rel="noopener" class="mycode_url">Gate Language GitHub Repository</a><br />
<br />
You can learn more about the Gate programming language and what it adds to Godot’s GDScript language in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/V9WaNyRxbNg" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Today we are looking at the newly created Gate programming language.   In a manner very similar to Dart and especially TypeScript in their relationship to JavaScript, Gate is that to Godot’s GDScript programming language.  It is a high level superset ( AKA, valid GDScript is valid Gate script) of the GDScript language that ultimately compiles down to GDScript .gd files.  This is done to add several new high level language features including:<br />
<ul class="mycode_list"><li>Type-first declarations<br />
<br />
</li>
<li>Null safety<br />
<br />
</li>
<li>Structs<br />
<br />
</li>
<li>Interfaces, traits and namespaces<br />
<br />
</li>
<li>Generics<br />
<br />
</li>
<li>Expressions<br />
<br />
</li>
</ul>
<br />
All while providing roughly comparable performance.<br />
<br />
One challenge with Gate is that Godot doesn’t display non recognized file types in the file browser, meaning you will not see Gate files inside of Godot.  Therefore I created this simple plugin called gate_importer, add the following 3 files to your addons folder:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">plugin.gd</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>@tool
extends EditorPlugin

var import_plugin

func _enter_tree() -&gt; void:
	import_plugin = preload("res://addons/gate_importer/gate_importer.gd").new()
	add_import_plugin(import_plugin)

func _exit_tree() -&gt; void:
	remove_import_plugin(import_plugin)
	import_plugin = null</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">plugin.cfg</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&#91;plugin&#93;

name="Gate File Support"
description="Registers .gate files in the FileSystem dock."
author="Bob Dole"
version="1.0"
script="plugin.gd"</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">game_importer.gd</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>@tool
extends EditorImportPlugin

func _get_importer_name() -&gt; String:
	return "custom.gate.importer"

func _get_visible_name() -&gt; String:
	return "Gate File"

func _get_recognized_extensions() -&gt; PackedStringArray:
	return &#91;"gate"&#93;

func _get_save_extension() -&gt; String:
	return "res"

func _get_resource_type() -&gt; String:
	return "Resource"

func _get_preset_count() -&gt; int:
	return 1

func _get_preset_name(preset_index: int) -&gt; String:
	return "Default"

func _get_import_options(path: String, preset_index: int) -&gt; Array&#91;Dictionary&#93;:
	return &#91;&#93;

func _import(source_file: String, save_path: String, options: Dictionary, platform_variants: Array&#91;String&#93;, gen_files: Array&#91;String&#93;) -&gt; Error:
	var resource = Resource.new()
	var filename = "%s.%s" % &#91;save_path, _get_save_extension()&#93;
	return ResourceSaver.save(resource, filename)</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/Blade67/GATE" target="_blank" rel="noopener" class="mycode_url">Gate Language GitHub Repository</a><br />
<br />
You can learn more about the Gate programming language and what it adds to Godot’s GDScript language in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/V9WaNyRxbNg" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Unigine 2.22 Released]]></title>
			<link>https://sickgaming.net/thread-113061.html</link>
			<pubDate>Mon, 14 Sep 2026 11:39:28 -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-113061.html</guid>
			<description><![CDATA[The Unigine game engine just announced the release of Unigine 2.22.  This release focused heavily on one of the traditional weaknesses of the Unigine Engine – animation tooling.  Additionally Unigine announced they were working on a AA level game using Unigine and also confirmed (but didn’t release) the existence of console support for Unigine, another glaring weakness compared to Unreal Engine or Unity.<br />
<br />
Highlights of the Unigine 2.22 release for game developers include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Sequencer and Animation System:</span> This update introduces the Sequencer tool, providing a unified timeline for authoring cinematics and driving parameter animations. It allows game developers to animate almost anything—from node transforms to custom C++/C# component fields—and keep it all in a single reusable asset.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Automatic NavMesh Generation:</span> Experimental navigation and pathfinding tools can now automatically generate NavMeshes for game environments. This drastically speeds up the process of configuring walkable areas and complex routing for AI characters.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dynamic Resolution Scaling (DRS) &amp; Upscaling:</span> The engine now features DRS alongside upscaling improvements to keep frame rates stable during demanding scenes. This allows developers to maintain high visual fidelity on a wider range of hardware, including older gaming consoles.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physics Engine Improvements:</span> The core physics engine has been refined to provide more stable and highly performant object interactions. These upgrades are vital for creating reliable gameplay mechanics like advanced vehicle simulations and dynamic collisions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Enhanced Shadow Rendering:</span> The rendering pipeline has been upgraded to produce higher-fidelity shadows without a severe performance cost. This allows technical artists to create more visually striking and realistic game worlds.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">VR Multiplayer Project Template:</span> A new out-of-the-box template has been added specifically for building virtual reality multiplayer experiences. It helps developers bypass the complex networking boilerplate required to sync cooperative or competitive VR games.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Surface ID Buffers &amp; Custom Shaders:</span> The release unlocks deeper rendering flexibility by supporting surface ID buffers and custom shader parameters. This gives technical artists and programmers highly granular control over complex materials and bespoke post-processing effects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Unified AI Toolkit:</span> A new AI toolkit introduces agent-powered world editing and code generation directly into the development workflow. This helps developers automate repetitive world-building tasks and rapidly prototype game logic.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Extended Localization Capabilities:</span> Built-in localization support has been broadened to handle complex writing systems, including Arabic, Hindi, and Thai. This makes it significantly easier for game studios to easily localize their user interfaces and ship to a global audience.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Console Support:</span> Technically this isn’t released, but it has been confirmed to exist and was a major weak spot of the Unigine engine, there is now console support internally at Unigine.  Hopefully this is officially released soon.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://developer.unigine.com/devlog/20260910-unigine-2.22" target="_blank" rel="noopener" class="mycode_url">Unigine 2.22 Release Details</a><br />
<br />
<a href="https://unigine.com/" target="_blank" rel="noopener" class="mycode_url">Unigine Homepage</a><br />
<br />
You can learn more about the Unigine game engine and the Unigine 2.22 release specifically in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/to6hHAGUmR0" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[The Unigine game engine just announced the release of Unigine 2.22.  This release focused heavily on one of the traditional weaknesses of the Unigine Engine – animation tooling.  Additionally Unigine announced they were working on a AA level game using Unigine and also confirmed (but didn’t release) the existence of console support for Unigine, another glaring weakness compared to Unreal Engine or Unity.<br />
<br />
Highlights of the Unigine 2.22 release for game developers include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Sequencer and Animation System:</span> This update introduces the Sequencer tool, providing a unified timeline for authoring cinematics and driving parameter animations. It allows game developers to animate almost anything—from node transforms to custom C++/C# component fields—and keep it all in a single reusable asset.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Automatic NavMesh Generation:</span> Experimental navigation and pathfinding tools can now automatically generate NavMeshes for game environments. This drastically speeds up the process of configuring walkable areas and complex routing for AI characters.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dynamic Resolution Scaling (DRS) &amp; Upscaling:</span> The engine now features DRS alongside upscaling improvements to keep frame rates stable during demanding scenes. This allows developers to maintain high visual fidelity on a wider range of hardware, including older gaming consoles.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physics Engine Improvements:</span> The core physics engine has been refined to provide more stable and highly performant object interactions. These upgrades are vital for creating reliable gameplay mechanics like advanced vehicle simulations and dynamic collisions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Enhanced Shadow Rendering:</span> The rendering pipeline has been upgraded to produce higher-fidelity shadows without a severe performance cost. This allows technical artists to create more visually striking and realistic game worlds.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">VR Multiplayer Project Template:</span> A new out-of-the-box template has been added specifically for building virtual reality multiplayer experiences. It helps developers bypass the complex networking boilerplate required to sync cooperative or competitive VR games.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Surface ID Buffers &amp; Custom Shaders:</span> The release unlocks deeper rendering flexibility by supporting surface ID buffers and custom shader parameters. This gives technical artists and programmers highly granular control over complex materials and bespoke post-processing effects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Unified AI Toolkit:</span> A new AI toolkit introduces agent-powered world editing and code generation directly into the development workflow. This helps developers automate repetitive world-building tasks and rapidly prototype game logic.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Extended Localization Capabilities:</span> Built-in localization support has been broadened to handle complex writing systems, including Arabic, Hindi, and Thai. This makes it significantly easier for game studios to easily localize their user interfaces and ship to a global audience.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Console Support:</span> Technically this isn’t released, but it has been confirmed to exist and was a major weak spot of the Unigine engine, there is now console support internally at Unigine.  Hopefully this is officially released soon.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://developer.unigine.com/devlog/20260910-unigine-2.22" target="_blank" rel="noopener" class="mycode_url">Unigine 2.22 Release Details</a><br />
<br />
<a href="https://unigine.com/" target="_blank" rel="noopener" class="mycode_url">Unigine Homepage</a><br />
<br />
You can learn more about the Unigine game engine and the Unigine 2.22 release specifically in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/to6hHAGUmR0" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Godot 4.8 Dev5 Released]]></title>
			<link>https://sickgaming.net/thread-113110.html</link>
			<pubDate>Fri, 11 Sep 2026 13:00:45 -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-113110.html</guid>
			<description><![CDATA[The release of Godot 4.8 just got one step closer with the release of Godot 4.8 Dev5.  This release adds a few new features such as the cleanup of the 2D toolbar, but the biggest new feature of Godot 4.8 Dev5 is the introduction of Texture Streaming:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Rendering: Mip-level texture streaming<a href="https://godotengine.org/article/dev-snapshot-godot-4-8-dev-5/#rendering-mip-level-texture-streaming" target="_blank" rel="noopener" class="mycode_url">[/url]<br />
<br />
In the context of an engine such as Godot, “texture streaming” refers to the ability to dynamically load and unload images based on a camera’s relative position. Such a system would allow games to handle significantly more visible textures at any given point in time, which is why such a feature was one of the community’s most desired. Unfortunately, like most highly-desired features, it’s much easier said than done, and the “best” implementation direction isn’t exactly set in stone.<br />
<br />
In order to leverage this new functionality, streaming must first be enabled in the project settings, necessitating an editor restart. You can make runtime changes via the <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TextureStreaming</code></div></div> singleton.<br />
<br />
[url=https://godotengine.org/storage/blog/dev-snapshot-godot-4-8-dev-5/mip-level-streaming-settings.webp]</a><br />
<br />
Once enabled, textures can be imported as streamed textures, utilizing the new texture import type: “Texture2D Streamed”. This new texture type comes equipped with overrides for minimum and maximum resolution for a given texture, so you can safely preserve crucial details on a case-by-case basis. The per-texture properties override the system settings; the default is to use the system settings.</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://godotengine.org/article/dev-snapshot-godot-4-8-dev-5/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev5 Blog</a><br />
<br />
<a href="https://gamefromscratch.com/godot-4-8-dev4-released/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev4 Coverage</a><br />
<br />
<a href="https://gamefromscratch.com/godot-4-8-dev2-and-dev3-releases/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev2 &amp; 3 Coverage</a><br />
<br />
<a href="https://gamefromscratch.com/godot-4-8-dev1-released/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev1 Coverage</a><br />
<br />
You can learn more about the Godot 4.8 Dev5 release, including a quick tutorial/overview of the new Texture Streaming functionality, in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/wClWgdIr6Vo" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[The release of Godot 4.8 just got one step closer with the release of Godot 4.8 Dev5.  This release adds a few new features such as the cleanup of the 2D toolbar, but the biggest new feature of Godot 4.8 Dev5 is the introduction of Texture Streaming:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Rendering: Mip-level texture streaming<a href="https://godotengine.org/article/dev-snapshot-godot-4-8-dev-5/#rendering-mip-level-texture-streaming" target="_blank" rel="noopener" class="mycode_url">[/url]<br />
<br />
In the context of an engine such as Godot, “texture streaming” refers to the ability to dynamically load and unload images based on a camera’s relative position. Such a system would allow games to handle significantly more visible textures at any given point in time, which is why such a feature was one of the community’s most desired. Unfortunately, like most highly-desired features, it’s much easier said than done, and the “best” implementation direction isn’t exactly set in stone.<br />
<br />
In order to leverage this new functionality, streaming must first be enabled in the project settings, necessitating an editor restart. You can make runtime changes via the <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TextureStreaming</code></div></div> singleton.<br />
<br />
[url=https://godotengine.org/storage/blog/dev-snapshot-godot-4-8-dev-5/mip-level-streaming-settings.webp]</a><br />
<br />
Once enabled, textures can be imported as streamed textures, utilizing the new texture import type: “Texture2D Streamed”. This new texture type comes equipped with overrides for minimum and maximum resolution for a given texture, so you can safely preserve crucial details on a case-by-case basis. The per-texture properties override the system settings; the default is to use the system settings.</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://godotengine.org/article/dev-snapshot-godot-4-8-dev-5/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev5 Blog</a><br />
<br />
<a href="https://gamefromscratch.com/godot-4-8-dev4-released/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev4 Coverage</a><br />
<br />
<a href="https://gamefromscratch.com/godot-4-8-dev2-and-dev3-releases/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev2 &amp; 3 Coverage</a><br />
<br />
<a href="https://gamefromscratch.com/godot-4-8-dev1-released/" target="_blank" rel="noopener" class="mycode_url">Godot 4.8 Dev1 Coverage</a><br />
<br />
You can learn more about the Godot 4.8 Dev5 release, including a quick tutorial/overview of the new Texture Streaming functionality, in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/wClWgdIr6Vo" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] ArmorPaint 1.0 Released]]></title>
			<link>https://sickgaming.net/thread-113100.html</link>
			<pubDate>Thu, 10 Sep 2026 13:42:21 -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-113100.html</guid>
			<description><![CDATA[After more than half a decade in development, the Substance-like 3D texturing application ArmorPaint just hit a massive milestone – the 1.0 release.  ArmorPaint is available on Windows, Mac and Linux as well as Android and iOS.  It costs &#36;19 if you want precompiled binaries, but if you are willing to build it yourself, you can get ArmorPaint 1.0 completely free.<br />
<br />
Features of ArmorPaint include:<br />
<br />
3D Painting Software<br />
<br />
ArmorPaint is a stand-alone software designed for physically-based texture painting. Drag &amp; drop your 3D models and start painting. Receive instant visual feedback in the viewport as you paint.<br />
<br />
Node Based<br />
<br />
Work fast with the convenience of nodes. Paint with fully procedural materials. Build fill layers with material nodes. Use brush nodes to create patterns and procedural brushes.<br />
<br />
GPU Accelerated<br />
<br />
ArmorPaint is designed from scratch to run completely on the GPU. This results in a smooth 4K painting experience on a medium-power integrated hardware. Up to 16K texture painting is seamless using a high-end graphics card.<br />
<br />
Ray Tracing<br />
<br />
Ray-traced baking, painting effects and viewport rendering running on Direct3D12, Vulkan and Metal is ready. ArmorPaint is powered by an in-house 3D rendering engine to achieve the best painting experience.<br />
<br />
Live Link<br />
<br />
Integrate ArmorPaint into existing 3D software using the live-link plugins. Blender, Unreal Engine and Unity plugins are available for download.<br />
<br />
Baking<br />
<br />
Bake texture maps for high-poly models instantly on your GPU. Hardware accelerated ray-traced baking with Direct3D12, Vulkan and Metal support is available.<br />
<br />
Path Traced Viewport<br />
<br />
Paint models in a viewport with true light simulation. Path-traced viewport rendering with Direct3D12, Vulkan and Metal is available.<br />
<br />
Plugins<br />
<br />
Enhance any part of the software through plugins with super powers. Integrate new node systems or build custom material nodes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://armorpaint.org/" target="_blank" rel="noopener" class="mycode_url">ArmorPaint Homepage</a><br />
<br />
<a href="https://github.com/armory3d/armorpaint" target="_blank" rel="noopener" class="mycode_url">ArmorPaint GitHub Repository</a><br />
<br />
You can see ArmorPaint in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/1VniGOyPJqw" frameborder="0" allowfullscreen="true"></iframe>below.  Even better, we have a step by step showcase of how you can build ArmorPaint on Windows using Visual Studio 2022, as the build process has changed quite a bit overtime and existing tutorials on building it are lacking.]]></description>
			<content:encoded><![CDATA[After more than half a decade in development, the Substance-like 3D texturing application ArmorPaint just hit a massive milestone – the 1.0 release.  ArmorPaint is available on Windows, Mac and Linux as well as Android and iOS.  It costs &#36;19 if you want precompiled binaries, but if you are willing to build it yourself, you can get ArmorPaint 1.0 completely free.<br />
<br />
Features of ArmorPaint include:<br />
<br />
3D Painting Software<br />
<br />
ArmorPaint is a stand-alone software designed for physically-based texture painting. Drag &amp; drop your 3D models and start painting. Receive instant visual feedback in the viewport as you paint.<br />
<br />
Node Based<br />
<br />
Work fast with the convenience of nodes. Paint with fully procedural materials. Build fill layers with material nodes. Use brush nodes to create patterns and procedural brushes.<br />
<br />
GPU Accelerated<br />
<br />
ArmorPaint is designed from scratch to run completely on the GPU. This results in a smooth 4K painting experience on a medium-power integrated hardware. Up to 16K texture painting is seamless using a high-end graphics card.<br />
<br />
Ray Tracing<br />
<br />
Ray-traced baking, painting effects and viewport rendering running on Direct3D12, Vulkan and Metal is ready. ArmorPaint is powered by an in-house 3D rendering engine to achieve the best painting experience.<br />
<br />
Live Link<br />
<br />
Integrate ArmorPaint into existing 3D software using the live-link plugins. Blender, Unreal Engine and Unity plugins are available for download.<br />
<br />
Baking<br />
<br />
Bake texture maps for high-poly models instantly on your GPU. Hardware accelerated ray-traced baking with Direct3D12, Vulkan and Metal support is available.<br />
<br />
Path Traced Viewport<br />
<br />
Paint models in a viewport with true light simulation. Path-traced viewport rendering with Direct3D12, Vulkan and Metal is available.<br />
<br />
Plugins<br />
<br />
Enhance any part of the software through plugins with super powers. Integrate new node systems or build custom material nodes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://armorpaint.org/" target="_blank" rel="noopener" class="mycode_url">ArmorPaint Homepage</a><br />
<br />
<a href="https://github.com/armory3d/armorpaint" target="_blank" rel="noopener" class="mycode_url">ArmorPaint GitHub Repository</a><br />
<br />
You can see ArmorPaint in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/1VniGOyPJqw" frameborder="0" allowfullscreen="true"></iframe>below.  Even better, we have a step by step showcase of how you can build ArmorPaint on Windows using Visual Studio 2022, as the build process has changed quite a bit overtime and existing tutorials on building it are lacking.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Prowl C# Game Engine Preview]]></title>
			<link>https://sickgaming.net/thread-113075.html</link>
			<pubDate>Wed, 09 Sep 2026 13:13:00 -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-113075.html</guid>
			<description><![CDATA[Prowl is an exciting new C#-powered, cross-platform, open-source 3D game engine that is… prowling up on it’s 1.0 release.  The project is released under the MIT open source license and is available on Windows, Mac and Linux.  Best of all it provides both a Unity-like editing experience, as well as a number of underlying C# game development frameworks.  In fact, you don’t need to even touch the editor to make complete games using Prowl, although the editor is both full functioning and feature rich.<br />
<br />
Features of the Prowl game engine include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pure C# Architecture</span>: Built entirely in C# (.NET 10 / C# 14) with zero FFI/interop overhead between game code and engine systems.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fully Open &amp; Modular</span>: MIT-licensed source code split into independent, standalone libraries, royalty free, open source libraries.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stand-Alone Runtime</span>: Ships games completely separate from the editor with zero runtime dependency on the authoring environment.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Standard Tooling Support</span>: Uses regular <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.csproj</code></div></div> files, allowing seamless use with Visual Studio, VS Code, and Rider without plugins.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Full-Featured 3D Editor</span>: Includes a Unity-like layout featuring Scene View, Hierarchy, Inspector, Project Browser, Console, and Game View.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PBR Rendering</span>: Supports a metallic physically-based rendering workflow, cascaded shadow maps, and a dedicated render thread.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Node-Based Shader Graph</span>: Features 150+ nodes and cross-compilation (SPIR-V, HLSL, GLSL, Metal) via a Slang wrapper.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Advanced Post-Processing</span>: Includes HDR tonemapping (ACES, AgX), Bloom, GTAO, Screen Space Reflections, Depth of Field, and Volumetric Fog.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jitter Physics 2</span>: Robust 3D physics engine supporting extensive colliders, 7 constraint types, raycasting, and character controllers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Spatial 3D Audio</span>: Powered by MiniAudio with support for attenuation, Doppler effects, common audio formats, and a full effect chain.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Terrain System</span>: Built-in quadtree LOD, heightmap/splatmap painting, and holes support.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">GPU Instancing &amp; Particles</span>: High-performance GPU-instanced rendering for meshes, grass, trees, and particle systems with multi-module simulations.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prefabs &amp; Asset Management</span>: Supports nested prefabs with override tracking alongside a GUID-based asset pipeline.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Input Action System</span>: Action phases, composite bindings (e.g., WASD layouts), and multi-device support (keyboard, mouse, gamepad).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Script Hot-Reloading</span>: Iterate on game logic quickly inside the editor without restarting the application.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cross-Platform Build System</span>: Export standalone applications with packed asset files (<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.prowlpak</code></div></div>) for Windows, Linux, and macOS.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Modular Ecosystem Sub-Libraries</span>: Powered by specialized companion libraries handling UI (flexbox-style immediate mode), vector graphics/typography, 64-bit mathematics, serialization, and shader compilation.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/ProwlEngine/Prowl" target="_blank" rel="noopener" class="mycode_url">Prowl GitHub Repository</a><br />
<br />
<a href="https://github.com/ProwlEngine/Anthology" target="_blank" rel="noopener" class="mycode_url">Prowl Modular Libraries Repository</a><br />
<br />
<a href="https://discord.gg/BqnJ9Rn4sn" target="_blank" rel="noopener" class="mycode_url">Prowl Discord Server</a><br />
<br />
You can learn more about the Prowl Game Engine and see it in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/_RuZC8f5P1s" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Prowl is an exciting new C#-powered, cross-platform, open-source 3D game engine that is… prowling up on it’s 1.0 release.  The project is released under the MIT open source license and is available on Windows, Mac and Linux.  Best of all it provides both a Unity-like editing experience, as well as a number of underlying C# game development frameworks.  In fact, you don’t need to even touch the editor to make complete games using Prowl, although the editor is both full functioning and feature rich.<br />
<br />
Features of the Prowl game engine include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pure C# Architecture</span>: Built entirely in C# (.NET 10 / C# 14) with zero FFI/interop overhead between game code and engine systems.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fully Open &amp; Modular</span>: MIT-licensed source code split into independent, standalone libraries, royalty free, open source libraries.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stand-Alone Runtime</span>: Ships games completely separate from the editor with zero runtime dependency on the authoring environment.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Standard Tooling Support</span>: Uses regular <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.csproj</code></div></div> files, allowing seamless use with Visual Studio, VS Code, and Rider without plugins.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Full-Featured 3D Editor</span>: Includes a Unity-like layout featuring Scene View, Hierarchy, Inspector, Project Browser, Console, and Game View.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PBR Rendering</span>: Supports a metallic physically-based rendering workflow, cascaded shadow maps, and a dedicated render thread.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Node-Based Shader Graph</span>: Features 150+ nodes and cross-compilation (SPIR-V, HLSL, GLSL, Metal) via a Slang wrapper.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Advanced Post-Processing</span>: Includes HDR tonemapping (ACES, AgX), Bloom, GTAO, Screen Space Reflections, Depth of Field, and Volumetric Fog.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jitter Physics 2</span>: Robust 3D physics engine supporting extensive colliders, 7 constraint types, raycasting, and character controllers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Spatial 3D Audio</span>: Powered by MiniAudio with support for attenuation, Doppler effects, common audio formats, and a full effect chain.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Terrain System</span>: Built-in quadtree LOD, heightmap/splatmap painting, and holes support.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">GPU Instancing &amp; Particles</span>: High-performance GPU-instanced rendering for meshes, grass, trees, and particle systems with multi-module simulations.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prefabs &amp; Asset Management</span>: Supports nested prefabs with override tracking alongside a GUID-based asset pipeline.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Input Action System</span>: Action phases, composite bindings (e.g., WASD layouts), and multi-device support (keyboard, mouse, gamepad).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Script Hot-Reloading</span>: Iterate on game logic quickly inside the editor without restarting the application.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cross-Platform Build System</span>: Export standalone applications with packed asset files (<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>.prowlpak</code></div></div>) for Windows, Linux, and macOS.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Modular Ecosystem Sub-Libraries</span>: Powered by specialized companion libraries handling UI (flexbox-style immediate mode), vector graphics/typography, 64-bit mathematics, serialization, and shader compilation.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/ProwlEngine/Prowl" target="_blank" rel="noopener" class="mycode_url">Prowl GitHub Repository</a><br />
<br />
<a href="https://github.com/ProwlEngine/Anthology" target="_blank" rel="noopener" class="mycode_url">Prowl Modular Libraries Repository</a><br />
<br />
<a href="https://discord.gg/BqnJ9Rn4sn" target="_blank" rel="noopener" class="mycode_url">Prowl Discord Server</a><br />
<br />
You can learn more about the Prowl Game Engine and see it in action in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/_RuZC8f5P1s" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] September Free GameDev Assets Round-Up]]></title>
			<link>https://sickgaming.net/thread-113095.html</link>
			<pubDate>Tue, 08 Sep 2026 12:01:39 -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-113095.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 September 8th – September 22nd. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets, 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.<br />
<br />
In addition to the Epic Games giveaway there are a few other new free resources of note. The Unity Asset store have resumed their <a href="https://assetstore.unity.com/publisher-sale?aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Free Publisher Giveaways</a>, this week it’s a Fog City (Mega Bubble) – cyberpunk, be sure to use the code ILRANCH2026 at checkout.<br />
<br />
Over on Bundle Foundry we have the just launched <a href="https://bundlefoundry.com/bundle/unreal-engine-stylized-character-mega-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unreal &amp; Unity Stylized Character Mega Bundle</a> and the <a href="https://bundlefoundry.com/bundle/master-character-asset-art-tutorial-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Master Character &amp; Asset Art Tutorial Bundle</a> – both with free tiers available.  <a href="https://bundlefoundry.com/bundle/the-ultimate-game-music-sfx-bundle-by-ovani-sound?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Complete Game Audio Toolkit – Music &amp; SFX Bundle by OVANI SOUND</a> still also has a few remaining free Cyberpunk sounds pack.  Do be aware, some of them have a limited number of free assets available, so act quickly!<br />
<br />
The August free Fab asset giveaway consists of the following assets:<br />
<ul class="mycode_list"><li><a href="https://www.fab.com/listings/bf734560-f98b-4e4d-9a6c-e473b910a780" target="_blank" rel="noopener" class="mycode_url">Sharur’s Normandy Village + PCG Plants</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/60cf60a7-3646-40ed-bdc9-0159eefb9db0" target="_blank" rel="noopener" class="mycode_url">Industrial Infrastructure</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/a5077033-9401-4b9b-9b31-031d81140604" target="_blank" rel="noopener" class="mycode_url">RPG – Crafting &amp; Environment VFX</a><br />
<br />
</li>
</ul>
<br />
Kenney of Kenney.nl fame also released an updated version of their completely free <a href="https://kenney.nl/assets/city-kit-industrial" target="_blank" rel="noopener" class="mycode_url">City Kit(Industrial) pack</a> with several new 3D models included.<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/eIA4ORD6lMM" 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 September 8th – September 22nd. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets, 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.<br />
<br />
In addition to the Epic Games giveaway there are a few other new free resources of note. The Unity Asset store have resumed their <a href="https://assetstore.unity.com/publisher-sale?aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Free Publisher Giveaways</a>, this week it’s a Fog City (Mega Bubble) – cyberpunk, be sure to use the code ILRANCH2026 at checkout.<br />
<br />
Over on Bundle Foundry we have the just launched <a href="https://bundlefoundry.com/bundle/unreal-engine-stylized-character-mega-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unreal &amp; Unity Stylized Character Mega Bundle</a> and the <a href="https://bundlefoundry.com/bundle/master-character-asset-art-tutorial-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Master Character &amp; Asset Art Tutorial Bundle</a> – both with free tiers available.  <a href="https://bundlefoundry.com/bundle/the-ultimate-game-music-sfx-bundle-by-ovani-sound?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Complete Game Audio Toolkit – Music &amp; SFX Bundle by OVANI SOUND</a> still also has a few remaining free Cyberpunk sounds pack.  Do be aware, some of them have a limited number of free assets available, so act quickly!<br />
<br />
The August free Fab asset giveaway consists of the following assets:<br />
<ul class="mycode_list"><li><a href="https://www.fab.com/listings/bf734560-f98b-4e4d-9a6c-e473b910a780" target="_blank" rel="noopener" class="mycode_url">Sharur’s Normandy Village + PCG Plants</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/60cf60a7-3646-40ed-bdc9-0159eefb9db0" target="_blank" rel="noopener" class="mycode_url">Industrial Infrastructure</a><br />
<br />
</li>
<li><a href="https://www.fab.com/listings/a5077033-9401-4b9b-9b31-031d81140604" target="_blank" rel="noopener" class="mycode_url">RPG – Crafting &amp; Environment VFX</a><br />
<br />
</li>
</ul>
<br />
Kenney of Kenney.nl fame also released an updated version of their completely free <a href="https://kenney.nl/assets/city-kit-industrial" target="_blank" rel="noopener" class="mycode_url">City Kit(Industrial) pack</a> with several new 3D models included.<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/eIA4ORD6lMM" 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] ARMA Game & Game Engine Source Released]]></title>
			<link>https://sickgaming.net/thread-113090.html</link>
			<pubDate>Thu, 03 Sep 2026 14:12:14 -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-113090.html</guid>
			<description><![CDATA[Along side the releases of ARMA Cold War Assault Remastered (previously Operation Flashpoint), Bohemia Interactive did an incredibly cool thing – they released both the game and game engine source code.  While this is 20+ year old code at this point in time, the “Poseidon” game engine went on to become the Real Virtuality Engine, then finally the Enfusion game engine they use to this day.<br />
<br />
The best part of the source code release is Bohemia Interactive recently did a pass through the code, bring it up to C++ 20 standards.   As part of the remaster they altered the source code to run on modern operating systems using modern hardware.  Details of the remaster:<br />
<ul class="mycode_list"><li>Native 64-bit support for Windows and Linux<br />
<br />
</li>
<li>New OpenGL 3.3 renderer tuned to preserve the original atmosphere<br />
<br />
</li>
<li>Modern input handling with support for modern peripherals and Steam Deck<br />
<br />
</li>
<li>Support for modern resolutions and ultrawide aspect ratios<br />
<br />
</li>
<li>Restored spatial audio support<br />
<br />
</li>
<li>improved stability and performance on current systems<br />
<br />
</li>
<li>LAN multiplayer, dedicated server support, and Voice over Network<br />
<br />
</li>
<li>Experimental Join in Progress support for compatible missions<br />
<br />
</li>
</ul>
<br />
The source code is available on GitHub under the GPL v3 license.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/BohemiaInteractive/CWR" target="_blank" rel="noopener" class="mycode_url">ARMA Cold War Assault Source Code on GitHub</a><br />
<br />
<a href="https://store.steampowered.com/news/app/65790/view/688637350502203752?l=english" target="_blank" rel="noopener" class="mycode_url">Remaster Steam Announcement</a><br />
<br />
<a href="https://store.steampowered.com/app/65790/Arma_Cold_War_Assault_Remastered/" target="_blank" rel="noopener" class="mycode_url">ARMA Cold War Assault on Steam</a><br />
<br />
You can learn more about the ARMA Cold War Assault / Poseidon game engine open sourcing and the history of the ARMA game engines in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/CZtyV-H_t7Y" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Along side the releases of ARMA Cold War Assault Remastered (previously Operation Flashpoint), Bohemia Interactive did an incredibly cool thing – they released both the game and game engine source code.  While this is 20+ year old code at this point in time, the “Poseidon” game engine went on to become the Real Virtuality Engine, then finally the Enfusion game engine they use to this day.<br />
<br />
The best part of the source code release is Bohemia Interactive recently did a pass through the code, bring it up to C++ 20 standards.   As part of the remaster they altered the source code to run on modern operating systems using modern hardware.  Details of the remaster:<br />
<ul class="mycode_list"><li>Native 64-bit support for Windows and Linux<br />
<br />
</li>
<li>New OpenGL 3.3 renderer tuned to preserve the original atmosphere<br />
<br />
</li>
<li>Modern input handling with support for modern peripherals and Steam Deck<br />
<br />
</li>
<li>Support for modern resolutions and ultrawide aspect ratios<br />
<br />
</li>
<li>Restored spatial audio support<br />
<br />
</li>
<li>improved stability and performance on current systems<br />
<br />
</li>
<li>LAN multiplayer, dedicated server support, and Voice over Network<br />
<br />
</li>
<li>Experimental Join in Progress support for compatible missions<br />
<br />
</li>
</ul>
<br />
The source code is available on GitHub under the GPL v3 license.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://github.com/BohemiaInteractive/CWR" target="_blank" rel="noopener" class="mycode_url">ARMA Cold War Assault Source Code on GitHub</a><br />
<br />
<a href="https://store.steampowered.com/news/app/65790/view/688637350502203752?l=english" target="_blank" rel="noopener" class="mycode_url">Remaster Steam Announcement</a><br />
<br />
<a href="https://store.steampowered.com/app/65790/Arma_Cold_War_Assault_Remastered/" target="_blank" rel="noopener" class="mycode_url">ARMA Cold War Assault on Steam</a><br />
<br />
You can learn more about the ARMA Cold War Assault / Poseidon game engine open sourcing and the history of the ARMA game engines in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/CZtyV-H_t7Y" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] Unity 6.6 Released]]></title>
			<link>https://sickgaming.net/thread-113080.html</link>
			<pubDate>Tue, 01 Sep 2026 14:50:23 -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-113080.html</guid>
			<description><![CDATA[The popular 2D/3D Unity game engine just released Unity 6.6.  While not the Unity 7 release that we are all waiting for, there are a lot of under-the-hood changes to be excited about.<br />
<br />
Highlights of the Unity 6.6 release include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Content Directories</span><br />
<br />
Content Directories offer a flexible approach to local content management without forcing you to define your AssetBundle layout up front. Games can load only the exact assets they need, while teams using Addressables can adopt this workflow using their existing APIs.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Serialize Dictionaries</span><br />
<br />
Unity 6.6 natively supports dictionary serialization directly in the Inspector without requiring custom wrapper code or boilerplate logic. Serialized dictionaries appear in an intuitive two-column key-value layout and feature compile-time validation rules for unsupported signatures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2D Lighting Rendering Layer Support</span><br />
<br />
2D lights can now utilize Rendering Layers alongside Sorting Layers, offering fine-grained control over which lights affect specific GameObjects. Furthermore, Unity can strip unused 2D light shader variants to optimize project performance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Compile Shaders with DXC for DX12</span><br />
<br />
A new setting in Shader Build Settings allows projects targeting DirectX 12 to compile shaders using the DirectX Shader Compiler (DXC). This unlocks modern HLSL and Shader Model 6 features—such as wave intrinsics and native 16-bit support—while improving compatibility with modern GPU profilers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">WebGPU Production Ready</span><br />
<br />
WebGPU has officially graduated out of experimental status to become a fully supported, production-ready graphics API for Web builds. It brings modern desktop-grade rendering and compute shader capabilities to browser games, alongside new Graphics Device Filtering for seamless fallbacks to WebGL 2.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Compute Light Map Baking</span><br />
<br />
The new Unity Compute Light Baker integrates directly into the Scriptable Render Pipelines Core stack using compute shaders and the Unified Ray Tracing API. It replaces older backend pipelines to deliver significantly faster generation times for lightmaps, light probes, and Adaptive Probe Volume data via hardware-accelerated ray tracing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fast Enter Play Mode (Default)</span><br />
<br />
To prepare for the move to CoreCLR in Unity 7, entering Play Mode now defaults to reloading scenes only without forcing a full code domain reload. This drastically speeds up iteration times when switching from Edit to Play mode in the Editor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Build Analysis Window</span><br />
<br />
The Editor introduces a dedicated Build Analysis window to track build histories, compare builds, and inspect detailed timing statistics. It helps developers locate the largest asset dependencies, compare changes across Content Directory builds, and pinpoint the root causes of build failures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://discussions.unity.com/t/unity-6-6-is-now-available/1735357" target="_blank" rel="noopener" class="mycode_url">Unity 6.6 Release Discussion</a><br />
<br />
<a href="https://docs.unity3d.com/6000.6/Documentation/Manual/WhatsNewUnity66.html" target="_blank" rel="noopener" class="mycode_url">What’s New in Unity 6.6</a><br />
<br />
<a href="https://unity.com/releases/editor/whats-new/6000.6.0f1#notes" target="_blank" rel="noopener" class="mycode_url">Unity 6.6 Release Notes</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/game-ready-worlds-unreal-unity-bundle-by-befour-studios?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unity Bundle on Bundle Foundry</a><br />
<br />
<a href="https://gumroad.com/a/704515091/fhzwb" target="_blank" rel="noopener" class="mycode_url">Unity Bundle on Gumroad</a><br />
<br />
You can learn more about all of these new features in the Unity 6.6 release in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/bzk9ZeQ-_ns" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[The popular 2D/3D Unity game engine just released Unity 6.6.  While not the Unity 7 release that we are all waiting for, there are a lot of under-the-hood changes to be excited about.<br />
<br />
Highlights of the Unity 6.6 release include:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Content Directories</span><br />
<br />
Content Directories offer a flexible approach to local content management without forcing you to define your AssetBundle layout up front. Games can load only the exact assets they need, while teams using Addressables can adopt this workflow using their existing APIs.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Serialize Dictionaries</span><br />
<br />
Unity 6.6 natively supports dictionary serialization directly in the Inspector without requiring custom wrapper code or boilerplate logic. Serialized dictionaries appear in an intuitive two-column key-value layout and feature compile-time validation rules for unsupported signatures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2D Lighting Rendering Layer Support</span><br />
<br />
2D lights can now utilize Rendering Layers alongside Sorting Layers, offering fine-grained control over which lights affect specific GameObjects. Furthermore, Unity can strip unused 2D light shader variants to optimize project performance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Compile Shaders with DXC for DX12</span><br />
<br />
A new setting in Shader Build Settings allows projects targeting DirectX 12 to compile shaders using the DirectX Shader Compiler (DXC). This unlocks modern HLSL and Shader Model 6 features—such as wave intrinsics and native 16-bit support—while improving compatibility with modern GPU profilers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">WebGPU Production Ready</span><br />
<br />
WebGPU has officially graduated out of experimental status to become a fully supported, production-ready graphics API for Web builds. It brings modern desktop-grade rendering and compute shader capabilities to browser games, alongside new Graphics Device Filtering for seamless fallbacks to WebGL 2.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Compute Light Map Baking</span><br />
<br />
The new Unity Compute Light Baker integrates directly into the Scriptable Render Pipelines Core stack using compute shaders and the Unified Ray Tracing API. It replaces older backend pipelines to deliver significantly faster generation times for lightmaps, light probes, and Adaptive Probe Volume data via hardware-accelerated ray tracing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fast Enter Play Mode (Default)</span><br />
<br />
To prepare for the move to CoreCLR in Unity 7, entering Play Mode now defaults to reloading scenes only without forcing a full code domain reload. This drastically speeds up iteration times when switching from Edit to Play mode in the Editor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Build Analysis Window</span><br />
<br />
The Editor introduces a dedicated Build Analysis window to track build histories, compare builds, and inspect detailed timing statistics. It helps developers locate the largest asset dependencies, compare changes across Content Directory builds, and pinpoint the root causes of build failures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Links</span><br />
<br />
<a href="https://discussions.unity.com/t/unity-6-6-is-now-available/1735357" target="_blank" rel="noopener" class="mycode_url">Unity 6.6 Release Discussion</a><br />
<br />
<a href="https://docs.unity3d.com/6000.6/Documentation/Manual/WhatsNewUnity66.html" target="_blank" rel="noopener" class="mycode_url">What’s New in Unity 6.6</a><br />
<br />
<a href="https://unity.com/releases/editor/whats-new/6000.6.0f1#notes" target="_blank" rel="noopener" class="mycode_url">Unity 6.6 Release Notes</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/game-ready-worlds-unreal-unity-bundle-by-befour-studios?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unity Bundle on Bundle Foundry</a><br />
<br />
<a href="https://gumroad.com/a/704515091/fhzwb" target="_blank" rel="noopener" class="mycode_url">Unity Bundle on Gumroad</a><br />
<br />
You can learn more about all of these new features in the Unity 6.6 release in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/bzk9ZeQ-_ns" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Dev News] August GameDev Deals Round-Up]]></title>
			<link>https://sickgaming.net/thread-113085.html</link>
			<pubDate>Mon, 31 Aug 2026 15:41:55 -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-113085.html</guid>
			<description><![CDATA[Here is the round-up of the best gamedev deals, sales and bundles going on as August comes to a close (ok… we are VERY late in the month on this one, but it’s technically still August!)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Unity Asset Store</span><br />
<br />
<a href="https://assetstore.unity.com/?on_sale=true&amp;orderBy=1&amp;rows=96&amp;aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Unity Fresh Assets 50% Off Sale</a><br />
<br />
<a href="https://assetstore.unity.com/?on_sale=true&amp;flashdeals_active=true&amp;orderBy=1&amp;aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Unity Asset Store – Publisher of the Week Sale</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fab</span><br />
<br />
<a href="https://www.fab.com/search?min_discount_percentage=1" target="_blank" rel="noopener" class="mycode_url">Fab Sales</a> – No Specific Sale or bundle right now but over 5K assets marked as on sale<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gumroad</span><br />
<br />
<a href="https://gumroad.com/a/704515091/cdedxu" target="_blank" rel="noopener" class="mycode_url">Super Summersonic Limited-Time Mega Discounted Unreal Engine Bundle</a> (Use code SS80 at checkout)<br />
<br />
<a href="https://gumroad.com/a/704515091/fhzwb" target="_blank" rel="noopener" class="mycode_url">Super Summersonic Limited-Time Mega Discounted Unity Engine Bundle</a> (Use code SS60… possibly SS80 at checkout)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bundle Foundry</span><br />
<br />
<a href="https://bundlefoundry.com/bundle/game-ready-worlds-unreal-unity-bundle-by-befour-studios?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Game-Ready Worlds: Unreal &amp; Unity Bundle – By Befour Studios</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/blender-unreal-engine-environment-mastery-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Blender &amp; Unreal Engine Environment Mastery Bundle</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/the-mega-rural-unreal-engine-environment-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Mega Rural Unreal Engine Environment Bundle</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/the-ultimate-game-music-sfx-bundle-by-ovani-sound?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Complete Game Audio Toolkit – Music &amp; SFX Bundle by OVANI SOUND</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/unreal-engine-art-systems-mastery-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unreal Engine Art Tutorial &amp; Systems Mastery Bundle</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Humble Bundle</span><br />
<br />
<a href="https://www.humblebundle.com/software/open-world-essentials-ii-software" target="_blank" rel="noopener" class="mycode_url">Open World Essentials 2</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/KitbashIndustrial" target="_blank" rel="noopener" class="mycode_url">KitBash3D Industrial Lands</a><br />
<br />
<a href="https://www.humblebundle.com/software/builders-vault-hivemind-unreal-edition-software" target="_blank" rel="noopener" class="mycode_url">The Builder’s Vault by Hivemind</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/zz5eMx" target="_blank" rel="noopener" class="mycode_url">Complete RPG Creator Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/BestOfLeartes" target="_blank" rel="noopener" class="mycode_url">Best of Leartes – Gigantic GameDev Assets and Tools Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/R0NOQ2" target="_blank" rel="noopener" class="mycode_url">Cyberpunk Audio Cache Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/vD94MW" target="_blank" rel="noopener" class="mycode_url">Audio Forge – GameDev Music and Voices Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/enjQZZ" target="_blank" rel="noopener" class="mycode_url">Blades, Blasters and Beasts Character Bundle</a><br />
<br />
Using the above links to purchase assets may help support GFS (and thank you so much if you do!). If you want to convert an asset from one game engine to another be sure to check out the following guides:<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 learn more about the huge number of gamedev sales and bundles running in July in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kGIUTqZ9_ow" frameborder="0" allowfullscreen="true"></iframe>below.]]></description>
			<content:encoded><![CDATA[Here is the round-up of the best gamedev deals, sales and bundles going on as August comes to a close (ok… we are VERY late in the month on this one, but it’s technically still August!)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Unity Asset Store</span><br />
<br />
<a href="https://assetstore.unity.com/?on_sale=true&amp;orderBy=1&amp;rows=96&amp;aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Unity Fresh Assets 50% Off Sale</a><br />
<br />
<a href="https://assetstore.unity.com/?on_sale=true&amp;flashdeals_active=true&amp;orderBy=1&amp;aid=1011l4rAy" target="_blank" rel="noopener" class="mycode_url">Unity Asset Store – Publisher of the Week Sale</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fab</span><br />
<br />
<a href="https://www.fab.com/search?min_discount_percentage=1" target="_blank" rel="noopener" class="mycode_url">Fab Sales</a> – No Specific Sale or bundle right now but over 5K assets marked as on sale<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gumroad</span><br />
<br />
<a href="https://gumroad.com/a/704515091/cdedxu" target="_blank" rel="noopener" class="mycode_url">Super Summersonic Limited-Time Mega Discounted Unreal Engine Bundle</a> (Use code SS80 at checkout)<br />
<br />
<a href="https://gumroad.com/a/704515091/fhzwb" target="_blank" rel="noopener" class="mycode_url">Super Summersonic Limited-Time Mega Discounted Unity Engine Bundle</a> (Use code SS60… possibly SS80 at checkout)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bundle Foundry</span><br />
<br />
<a href="https://bundlefoundry.com/bundle/game-ready-worlds-unreal-unity-bundle-by-befour-studios?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Game-Ready Worlds: Unreal &amp; Unity Bundle – By Befour Studios</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/blender-unreal-engine-environment-mastery-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Blender &amp; Unreal Engine Environment Mastery Bundle</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/the-mega-rural-unreal-engine-environment-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Mega Rural Unreal Engine Environment Bundle</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/the-ultimate-game-music-sfx-bundle-by-ovani-sound?aff=gfs" target="_blank" rel="noopener" class="mycode_url">The Complete Game Audio Toolkit – Music &amp; SFX Bundle by OVANI SOUND</a><br />
<br />
<a href="https://bundlefoundry.com/bundle/unreal-engine-art-systems-mastery-bundle?aff=gfs" target="_blank" rel="noopener" class="mycode_url">Unreal Engine Art Tutorial &amp; Systems Mastery Bundle</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Humble Bundle</span><br />
<br />
<a href="https://www.humblebundle.com/software/open-world-essentials-ii-software" target="_blank" rel="noopener" class="mycode_url">Open World Essentials 2</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/KitbashIndustrial" target="_blank" rel="noopener" class="mycode_url">KitBash3D Industrial Lands</a><br />
<br />
<a href="https://www.humblebundle.com/software/builders-vault-hivemind-unreal-edition-software" target="_blank" rel="noopener" class="mycode_url">The Builder’s Vault by Hivemind</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/zz5eMx" target="_blank" rel="noopener" class="mycode_url">Complete RPG Creator Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/BestOfLeartes" target="_blank" rel="noopener" class="mycode_url">Best of Leartes – Gigantic GameDev Assets and Tools Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/R0NOQ2" target="_blank" rel="noopener" class="mycode_url">Cyberpunk Audio Cache Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/vD94MW" target="_blank" rel="noopener" class="mycode_url">Audio Forge – GameDev Music and Voices Bundle</a><br />
<br />
<a href="https://humblebundleinc.sjv.io/enjQZZ" target="_blank" rel="noopener" class="mycode_url">Blades, Blasters and Beasts Character Bundle</a><br />
<br />
Using the above links to purchase assets may help support GFS (and thank you so much if you do!). If you want to convert an asset from one game engine to another be sure to check out the following guides:<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 learn more about the huge number of gamedev sales and bundles running in July in the <iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kGIUTqZ9_ow" frameborder="0" allowfullscreen="true"></iframe>below.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[JetBrains Investigated by FBI in SolarWinds Hack Probe]]></title>
			<link>https://sickgaming.net/thread-101489.html</link>
			<pubDate>Sun, 10 Sep 2023 17:59:24 -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-101489.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">JetBrains Investigated by FBI in SolarWinds Hack Probe</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/jetbrains-investigated-by-fbi-in-solarwinds-hack-probe.jpg" width="1920" height="1080" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/jetbrains-investigated-by-fbi-in-solarwinds-hack-probe.jpg" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;JetBrains, maker of popular development software including the likes of IntelliJ IDEA, WebStorm, Project Rider, the Kotlin language and even the &lt;a href="https://gamefromscratch.com/jetbrains-mono-a-font-for-programmers/"&gt;Mono font&lt;/a&gt;, are being investigated by the FBI as part of the SolarWinds hack probe according to the New York Times. The product in question targeted in this investigation is their build management solution &lt;a href="https://www.jetbrains.com/teamcity/"&gt;TeamCity&lt;/a&gt;. Please keep in mind, this is just an investigation at this point, there is no guilt established and no indication JetBrains products have been compromised.&lt;/p&gt;<br />
&lt;p&gt;From the &lt;a href="https://www.nytimes.com/2021/01/06/us/politics/russia-cyber-hack.html"&gt;New York Times article&lt;/a&gt;, JetBrains deny any knowledge of a compromise in their software:&lt;/p&gt;<br />
&lt;blockquote class="wp-block-quote"&gt;<br />
&lt;p&gt;JetBrains said on Wednesday that it had not been contacted by government officials and was not aware of any compromise. The exact software that investigators are examining is a JetBrains product called TeamCity, which allows developers to test and exchange software code before its release. By compromising TeamCity, or exploiting gaps in how customers use the tool, cybersecurity experts say the Russian hackers could have invisibly planted back doors in an untold number of JetBrain’s clients.&lt;/p&gt;<br />
&lt;p&gt;Government officials are not certain how the compromise of the JetBrains software relates to the larger SolarWinds hacking. They are seeking to learn if it was a parallel way for Russia’s main intelligence agency to enter government and private systems, or whether it was the original pathway for Russian operatives to first infiltrate SolarWinds.&lt;/p&gt;<br />
&lt;/blockquote&gt;<br />
&lt;p&gt;Information on the JetBrains investigation are limited, there is also an extremely short article &lt;a href="https://www.reuters.com/article/global-cyber-jetbrains/fbi-probe-of-major-hack-includes-project-management-software-from-jetbrains-sources-idINL1N2JH2AA"&gt;on Reuters&lt;/a&gt;. The &lt;a href="https://www.cnet.com/news/solarwinds-hack-officially-blamed-on-russia-what-you-need-to-know/"&gt;extent of the SolarWinds hack &lt;/a&gt;continue to grow daily. After the &lt;a href="https://www.youtube.com/watch?v=yKKdwdkDYEk"&gt;video &lt;/a&gt;was published, JetBrains have issued a response to the New York Times article, included in full:&lt;/p&gt;<br />
&lt;blockquote class="wp-block-quote"&gt;<br />
&lt;p&gt;The&amp;nbsp;&lt;a href="https://www.nytimes.com/2021/01/06/us/politics/russia-cyber-hack.html"&gt;New York Times has published a story&lt;/a&gt;&amp;nbsp;in which they point to JetBrains being under investigation and somehow related to the SolarWinds breach that recently took place.&lt;/p&gt;<br />
&lt;p&gt;First and foremost, JetBrains has not taken part or been involved in this attack in any way. SolarWinds is one of our customers and uses&amp;nbsp;&lt;a href="https://www.jetbrains.com/teamcity/"&gt;TeamCity&lt;/a&gt;, which is a&amp;nbsp;&lt;a href="https://www.jetbrains.com/help/teamcity/continuous-integration-with-teamcity.html"&gt;Continuous Integration and Deployment System&lt;/a&gt;, used as part of building software. SolarWinds has not contacted us with any details regarding the breach and the only information we have is what has been made publicly available. It’s important to stress that TeamCity is a complex product that requires proper configuration. If TeamCity has somehow been used in this process, it could very well be due to misconfiguration, and not a specific vulnerability. Furthermore, security is our top concern and we notify and manage updates transparently in our&amp;nbsp;&lt;a href="https://blog.jetbrains.com/?s=security+bulletin"&gt;Security Bulletin&lt;/a&gt;.&lt;/p&gt;<br />
&lt;p&gt;Secondly, we have not been contacted by any government or security agency regarding this matter, nor are we aware of being under any investigation. If such an investigation is undertaken, the authorities can count on our full cooperation.&lt;/p&gt;<br />
&lt;p&gt;We remain open to answering any and all questions regarding this matter and as always are committed to delivering the best possible products and services to our customers.&lt;/p&gt;<br />
&lt;p&gt;Thank you&lt;br /&gt;Maxim Shafirov&lt;br /&gt;Chief Executive Officer&lt;/p&gt;<br />
&lt;/blockquote&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
										<br />
<br />
<a href="https://www.sickgaming.net/blog/2021/01/06/jetbrains-investigated-by-fbi-in-solarwinds-hack-probe/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...ack-probe/</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">JetBrains Investigated by FBI in SolarWinds Hack Probe</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/jetbrains-investigated-by-fbi-in-solarwinds-hack-probe.jpg" width="1920" height="1080" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/jetbrains-investigated-by-fbi-in-solarwinds-hack-probe.jpg" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;JetBrains, maker of popular development software including the likes of IntelliJ IDEA, WebStorm, Project Rider, the Kotlin language and even the &lt;a href="https://gamefromscratch.com/jetbrains-mono-a-font-for-programmers/"&gt;Mono font&lt;/a&gt;, are being investigated by the FBI as part of the SolarWinds hack probe according to the New York Times. The product in question targeted in this investigation is their build management solution &lt;a href="https://www.jetbrains.com/teamcity/"&gt;TeamCity&lt;/a&gt;. Please keep in mind, this is just an investigation at this point, there is no guilt established and no indication JetBrains products have been compromised.&lt;/p&gt;<br />
&lt;p&gt;From the &lt;a href="https://www.nytimes.com/2021/01/06/us/politics/russia-cyber-hack.html"&gt;New York Times article&lt;/a&gt;, JetBrains deny any knowledge of a compromise in their software:&lt;/p&gt;<br />
&lt;blockquote class="wp-block-quote"&gt;<br />
&lt;p&gt;JetBrains said on Wednesday that it had not been contacted by government officials and was not aware of any compromise. The exact software that investigators are examining is a JetBrains product called TeamCity, which allows developers to test and exchange software code before its release. By compromising TeamCity, or exploiting gaps in how customers use the tool, cybersecurity experts say the Russian hackers could have invisibly planted back doors in an untold number of JetBrain’s clients.&lt;/p&gt;<br />
&lt;p&gt;Government officials are not certain how the compromise of the JetBrains software relates to the larger SolarWinds hacking. They are seeking to learn if it was a parallel way for Russia’s main intelligence agency to enter government and private systems, or whether it was the original pathway for Russian operatives to first infiltrate SolarWinds.&lt;/p&gt;<br />
&lt;/blockquote&gt;<br />
&lt;p&gt;Information on the JetBrains investigation are limited, there is also an extremely short article &lt;a href="https://www.reuters.com/article/global-cyber-jetbrains/fbi-probe-of-major-hack-includes-project-management-software-from-jetbrains-sources-idINL1N2JH2AA"&gt;on Reuters&lt;/a&gt;. The &lt;a href="https://www.cnet.com/news/solarwinds-hack-officially-blamed-on-russia-what-you-need-to-know/"&gt;extent of the SolarWinds hack &lt;/a&gt;continue to grow daily. After the &lt;a href="https://www.youtube.com/watch?v=yKKdwdkDYEk"&gt;video &lt;/a&gt;was published, JetBrains have issued a response to the New York Times article, included in full:&lt;/p&gt;<br />
&lt;blockquote class="wp-block-quote"&gt;<br />
&lt;p&gt;The&amp;nbsp;&lt;a href="https://www.nytimes.com/2021/01/06/us/politics/russia-cyber-hack.html"&gt;New York Times has published a story&lt;/a&gt;&amp;nbsp;in which they point to JetBrains being under investigation and somehow related to the SolarWinds breach that recently took place.&lt;/p&gt;<br />
&lt;p&gt;First and foremost, JetBrains has not taken part or been involved in this attack in any way. SolarWinds is one of our customers and uses&amp;nbsp;&lt;a href="https://www.jetbrains.com/teamcity/"&gt;TeamCity&lt;/a&gt;, which is a&amp;nbsp;&lt;a href="https://www.jetbrains.com/help/teamcity/continuous-integration-with-teamcity.html"&gt;Continuous Integration and Deployment System&lt;/a&gt;, used as part of building software. SolarWinds has not contacted us with any details regarding the breach and the only information we have is what has been made publicly available. It’s important to stress that TeamCity is a complex product that requires proper configuration. If TeamCity has somehow been used in this process, it could very well be due to misconfiguration, and not a specific vulnerability. Furthermore, security is our top concern and we notify and manage updates transparently in our&amp;nbsp;&lt;a href="https://blog.jetbrains.com/?s=security+bulletin"&gt;Security Bulletin&lt;/a&gt;.&lt;/p&gt;<br />
&lt;p&gt;Secondly, we have not been contacted by any government or security agency regarding this matter, nor are we aware of being under any investigation. If such an investigation is undertaken, the authorities can count on our full cooperation.&lt;/p&gt;<br />
&lt;p&gt;We remain open to answering any and all questions regarding this matter and as always are committed to delivering the best possible products and services to our customers.&lt;/p&gt;<br />
&lt;p&gt;Thank you&lt;br /&gt;Maxim Shafirov&lt;br /&gt;Chief Executive Officer&lt;/p&gt;<br />
&lt;/blockquote&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
										<br />
<br />
<a href="https://www.sickgaming.net/blog/2021/01/06/jetbrains-investigated-by-fbi-in-solarwinds-hack-probe/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...ack-probe/</a>]]></content:encoded>
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			<title><![CDATA[AI Powered Art Tools]]></title>
			<link>https://sickgaming.net/thread-101475.html</link>
			<pubDate>Sun, 10 Sep 2023 00:54:39 -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-101475.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">AI Powered Art Tools</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/ai-powered-art-tools.jpg" width="2560" height="1440" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/ai-powered-art-tools.jpg" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;Today we are going to look at two vastly different AI powered art generation tools, Luminar and NVIDIA GauGAN Beta. Luminar is a powerful art processing tool, a cross between Photoshop and Lightroom, but AI assisted. We recently covered &lt;a href="https://gamefromscratch.com/luminar-4-with-affinity-photo/"&gt;Luminar hands-on including how to use it with Affinity Photo here&lt;/a&gt; and it is currently (2021-01-05) in the &lt;a href="https://www.humblebundle.com/software/aipowered-photo-editor-with-luminar-4-software?partner=gamefromscratch"&gt;final 24 hours of a Humble Bundle sale&lt;/a&gt;.&lt;/p&gt;<br />
&lt;p&gt;NVIDIA GauGAN on the other-hand is a web based application that is &lt;a href="https://www.nvidia.com/en-us/research/ai-playground/"&gt;part of the NVIDIA AI Playground&lt;/a&gt;. GauGAN is described as:&lt;/p&gt;<br />
&lt;blockquote class="wp-block-quote"&gt;<br />
&lt;p&gt;GauGAN, named after post-Impressionist painter Paul Gauguin, creates photorealistic images from segmentation maps, which are labeled sketches that depict the layout of a scene.&lt;/p&gt;<br />
&lt;p&gt;Artists can use paintbrush and paint bucket tools to design their own landscapes with labels like river, rock and cloud. A style transfer algorithm allows creators to apply filters — changing a daytime scene to sunset, or a photorealistic image to a painting. Users can even upload their own filters to layer onto their masterpieces, or upload custom segmentation maps and landscape images as a foundation for their artwork&lt;/p&gt;<br />
&lt;/blockquote&gt;<br />
&lt;p&gt;You can learn more about GauGAN &lt;a href="https://blogs.nvidia.com/blog/2019/07/30/gaugan-ai-painting/"&gt;here&lt;/a&gt;, while technical details of the algorithm in the &lt;a href="https://github.com/NVlabs/SPADE"&gt;open source implementation hosted on GitHub&lt;/a&gt;. You can try an already trained version of the algorithm in action &lt;a href="http://nvidia-research-mingyuliu.com/gaugan"&gt;here in your browser&lt;/a&gt;.&lt;/p&gt;<br />
&lt;p&gt;These are not unique examples in terms of machine learning or AI enhanced art creation tools. In early 2020 &lt;a href="https://gamefromscratch.com/unity-acquire-artengine-maker-artomatix/"&gt;Unity acquired Artomatix&lt;/a&gt;, the creator of ArtEngine, an AI driven material creation tool. Another project that was recently &lt;a href="https://gamefromscratch.com/cascadeur-now-in-open-beta/"&gt;featured on this site&lt;/a&gt; is Cascadeur, a physics based animation tool that uses machine learning to help with animations. &lt;a href="https://gamefromscratch.com/deepmotion-animate-3d-alpha-review/"&gt;DeepMotion Animate 3D&lt;/a&gt; is another recently featured machine learning based application, that takes simple 2D footage and makes a 3D rig and animation from the results.&lt;/p&gt;<br />
&lt;p&gt;The key thing in all of these tools thus far is they don’t seek to replace the artist, but augment them using deep or machine learning algorithms. You can check out NVIDIA GauGAN and Luminar in action in the &lt;a href="https://youtu.be/SIUdUPjeatg"&gt;video &lt;/a&gt;below. For a VERY limited time you can get Luminar on &lt;a href="https://www.humblebundle.com/software/aipowered-photo-editor-with-luminar-4-software?partner=gamefromscratch"&gt;Humble Bundle here&lt;/a&gt;. [Expires 01/06! — GFS can receive a commission on Humble purchases]. So what do you say, are AI powered art tools the future?&lt;/p&gt;<br />
&lt;figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"&gt;<br />
&lt;div class="wp-block-embed__wrapper"&gt;<br />
&lt;div class="ast-oembed-container"&gt;&lt;iframe class="youtube-player" width="1500" height="844" src="https://www.youtube.com/embed/SIUdUPjeatg?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"&gt;&lt;/iframe&gt;&lt;/div&gt;<br />
&lt;/div&gt;<br />
&lt;/figure&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
										<br />
<br />
<a href="https://www.sickgaming.net/blog/2021/01/06/ai-powered-art-tools/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...art-tools/</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">AI Powered Art Tools</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/ai-powered-art-tools.jpg" width="2560" height="1440" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/ai-powered-art-tools.jpg" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;Today we are going to look at two vastly different AI powered art generation tools, Luminar and NVIDIA GauGAN Beta. Luminar is a powerful art processing tool, a cross between Photoshop and Lightroom, but AI assisted. We recently covered &lt;a href="https://gamefromscratch.com/luminar-4-with-affinity-photo/"&gt;Luminar hands-on including how to use it with Affinity Photo here&lt;/a&gt; and it is currently (2021-01-05) in the &lt;a href="https://www.humblebundle.com/software/aipowered-photo-editor-with-luminar-4-software?partner=gamefromscratch"&gt;final 24 hours of a Humble Bundle sale&lt;/a&gt;.&lt;/p&gt;<br />
&lt;p&gt;NVIDIA GauGAN on the other-hand is a web based application that is &lt;a href="https://www.nvidia.com/en-us/research/ai-playground/"&gt;part of the NVIDIA AI Playground&lt;/a&gt;. GauGAN is described as:&lt;/p&gt;<br />
&lt;blockquote class="wp-block-quote"&gt;<br />
&lt;p&gt;GauGAN, named after post-Impressionist painter Paul Gauguin, creates photorealistic images from segmentation maps, which are labeled sketches that depict the layout of a scene.&lt;/p&gt;<br />
&lt;p&gt;Artists can use paintbrush and paint bucket tools to design their own landscapes with labels like river, rock and cloud. A style transfer algorithm allows creators to apply filters — changing a daytime scene to sunset, or a photorealistic image to a painting. Users can even upload their own filters to layer onto their masterpieces, or upload custom segmentation maps and landscape images as a foundation for their artwork&lt;/p&gt;<br />
&lt;/blockquote&gt;<br />
&lt;p&gt;You can learn more about GauGAN &lt;a href="https://blogs.nvidia.com/blog/2019/07/30/gaugan-ai-painting/"&gt;here&lt;/a&gt;, while technical details of the algorithm in the &lt;a href="https://github.com/NVlabs/SPADE"&gt;open source implementation hosted on GitHub&lt;/a&gt;. You can try an already trained version of the algorithm in action &lt;a href="http://nvidia-research-mingyuliu.com/gaugan"&gt;here in your browser&lt;/a&gt;.&lt;/p&gt;<br />
&lt;p&gt;These are not unique examples in terms of machine learning or AI enhanced art creation tools. In early 2020 &lt;a href="https://gamefromscratch.com/unity-acquire-artengine-maker-artomatix/"&gt;Unity acquired Artomatix&lt;/a&gt;, the creator of ArtEngine, an AI driven material creation tool. Another project that was recently &lt;a href="https://gamefromscratch.com/cascadeur-now-in-open-beta/"&gt;featured on this site&lt;/a&gt; is Cascadeur, a physics based animation tool that uses machine learning to help with animations. &lt;a href="https://gamefromscratch.com/deepmotion-animate-3d-alpha-review/"&gt;DeepMotion Animate 3D&lt;/a&gt; is another recently featured machine learning based application, that takes simple 2D footage and makes a 3D rig and animation from the results.&lt;/p&gt;<br />
&lt;p&gt;The key thing in all of these tools thus far is they don’t seek to replace the artist, but augment them using deep or machine learning algorithms. You can check out NVIDIA GauGAN and Luminar in action in the &lt;a href="https://youtu.be/SIUdUPjeatg"&gt;video &lt;/a&gt;below. For a VERY limited time you can get Luminar on &lt;a href="https://www.humblebundle.com/software/aipowered-photo-editor-with-luminar-4-software?partner=gamefromscratch"&gt;Humble Bundle here&lt;/a&gt;. [Expires 01/06! — GFS can receive a commission on Humble purchases]. So what do you say, are AI powered art tools the future?&lt;/p&gt;<br />
&lt;figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"&gt;<br />
&lt;div class="wp-block-embed__wrapper"&gt;<br />
&lt;div class="ast-oembed-container"&gt;&lt;iframe class="youtube-player" width="1500" height="844" src="https://www.youtube.com/embed/SIUdUPjeatg?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"&gt;&lt;/iframe&gt;&lt;/div&gt;<br />
&lt;/div&gt;<br />
&lt;/figure&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
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<a href="https://www.sickgaming.net/blog/2021/01/06/ai-powered-art-tools/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...art-tools/</a>]]></content:encoded>
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			<title><![CDATA[Scatter for Godot]]></title>
			<link>https://sickgaming.net/thread-101458.html</link>
			<pubDate>Sat, 09 Sep 2023 06:09:02 -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-101458.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Scatter for Godot</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/scatter-for-godot.png" width="1920" height="1080" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/scatter-for-godot.png" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;Today we are looking at Scatter for the Godot Game Engine. Scatter is a Godot add-on that makes it incredibly easy to instance mesh objects in your game level. This makes level design tasks like placing grass, paths, fences, etc incredibly simple. Additionally Scatter supports instancing multiple meshes (think different tree meshes to make a forest) in the same scatter, excluding splines or points from being scatter targets and more.&lt;/p&gt;<br />
&lt;p&gt;Scatter is an open source project with the source code &lt;a href="https://github.com/HungryProton/scatter"&gt;hosted on GitHub&lt;/a&gt; under the MIT open source license. The project is implemented as a simple Godot add-on, so simply clone the repository into your projects Addons folder (or create one if you don’t have one already). Next load your project, go to Project Settings, then Plugins and make sure Scatter is enabled.&lt;/p&gt;<br />
&lt;p&gt;Once scattered is enabled, you create a Scatter object. This is a spline path that defines the boundaries of the scatter object. You need to add a ScatterItem child to your Scatter, then add a MeshInstance to the ScatterItem. This mesh instance is the 3D model that will be “scattered” around the boundary defined by the Scatter path.&lt;/p&gt;<br />
&lt;p&gt;The creator of the Scatter add-on also created Concept Graph for Godot, an excellent procedural generation extension we &lt;a href="https://gamefromscratch.com/concept-graph-procedural-content-generation-for-godot/"&gt;previously covered here&lt;/a&gt;. You can learn more about Scatter for Godot and see it in action in the &lt;a href="https://youtu.be/MB3Vz6JFAOA"&gt;video &lt;/a&gt;below.&lt;/p&gt;<br />
&lt;figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"&gt;<br />
&lt;div class="wp-block-embed__wrapper"&gt;<br />
&lt;div class="ast-oembed-container"&gt;&lt;iframe class="youtube-player" width="1500" height="844" src="https://www.youtube.com/embed/MB3Vz6JFAOA?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"&gt;&lt;/iframe&gt;&lt;/div&gt;<br />
&lt;/div&gt;<br />
&lt;/figure&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
										<br />
<br />
<a href="https://www.sickgaming.net/blog/2021/01/04/scatter-for-godot/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...for-godot/</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Scatter for Godot</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/scatter-for-godot.png" width="1920" height="1080" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/scatter-for-godot.png" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;Today we are looking at Scatter for the Godot Game Engine. Scatter is a Godot add-on that makes it incredibly easy to instance mesh objects in your game level. This makes level design tasks like placing grass, paths, fences, etc incredibly simple. Additionally Scatter supports instancing multiple meshes (think different tree meshes to make a forest) in the same scatter, excluding splines or points from being scatter targets and more.&lt;/p&gt;<br />
&lt;p&gt;Scatter is an open source project with the source code &lt;a href="https://github.com/HungryProton/scatter"&gt;hosted on GitHub&lt;/a&gt; under the MIT open source license. The project is implemented as a simple Godot add-on, so simply clone the repository into your projects Addons folder (or create one if you don’t have one already). Next load your project, go to Project Settings, then Plugins and make sure Scatter is enabled.&lt;/p&gt;<br />
&lt;p&gt;Once scattered is enabled, you create a Scatter object. This is a spline path that defines the boundaries of the scatter object. You need to add a ScatterItem child to your Scatter, then add a MeshInstance to the ScatterItem. This mesh instance is the 3D model that will be “scattered” around the boundary defined by the Scatter path.&lt;/p&gt;<br />
&lt;p&gt;The creator of the Scatter add-on also created Concept Graph for Godot, an excellent procedural generation extension we &lt;a href="https://gamefromscratch.com/concept-graph-procedural-content-generation-for-godot/"&gt;previously covered here&lt;/a&gt;. You can learn more about Scatter for Godot and see it in action in the &lt;a href="https://youtu.be/MB3Vz6JFAOA"&gt;video &lt;/a&gt;below.&lt;/p&gt;<br />
&lt;figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"&gt;<br />
&lt;div class="wp-block-embed__wrapper"&gt;<br />
&lt;div class="ast-oembed-container"&gt;&lt;iframe class="youtube-player" width="1500" height="844" src="https://www.youtube.com/embed/MB3Vz6JFAOA?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"&gt;&lt;/iframe&gt;&lt;/div&gt;<br />
&lt;/div&gt;<br />
&lt;/figure&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
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<a href="https://www.sickgaming.net/blog/2021/01/04/scatter-for-godot/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...for-godot/</a>]]></content:encoded>
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			<title><![CDATA[Blender in 2021]]></title>
			<link>https://sickgaming.net/thread-101443.html</link>
			<pubDate>Fri, 08 Sep 2023 06:46:40 -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-101443.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Blender in 2021</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/blender-in-2021.jpg" width="1920" height="1080" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/blender-in-2021.jpg" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;The Blender Foundation have just announced their “Big Projects” list for Blender in 2021. It is hard to argue that 2020 wasn’t a banner year for Blender development, with &lt;a href="https://gamefromscratch.com/blender-2-82-released/"&gt;three &lt;/a&gt;&lt;a href="https://gamefromscratch.com/blender-2-90-released/"&gt;major &lt;/a&gt;&lt;a href="https://gamefromscratch.com/blender-2-91-released/"&gt;releases&lt;/a&gt; as well as the first ever &lt;a href="https://gamefromscratch.com/blender-2-83-lts-released/"&gt;LTS release&lt;/a&gt;. Through 2020 we saw improvements to the Blender UI/UX, sculpting tools, modeling, EEVEE, Cycles and so much more. We also saw a record number of massive companies coming on board the Blender development fund. With the release today of the &lt;a href="https://www.blender.org/press/big-blender-projects-for-2021/"&gt;projects list&lt;/a&gt;, we get insight into the Blender priorities in 2021, including priorities such as:&lt;/p&gt;<br />
&lt;ul&gt;<br />
&lt;li&gt;launch of a new open movie called Sprite Fight&lt;/li&gt;<br />
&lt;li&gt;the everything nodes project, where everything in Blender will be able to be driven procedurally using nodes (see &lt;a href="https://gamefromscratch.com/blender-2-92-geometry-nodes/"&gt;Geometry Nodes in action here&lt;/a&gt;)&lt;/li&gt;<br />
&lt;li&gt;all new Asset Browsers editor window for better content management&lt;/li&gt;<br />
&lt;li&gt;massive improvements to the VSE or Video Sequence Editor&lt;/li&gt;<br />
&lt;li&gt;EEVEE real-time rendering improvements including Vulkan support, motion blur, depth of field and possibly raytracing&lt;/li&gt;<br />
&lt;li&gt;VR improvements including the ability to use VR controllers and author content in virtual reality&lt;/li&gt;<br />
&lt;li&gt;Cycles rendering improvements especially related to perfromance&lt;/li&gt;<br />
&lt;li&gt;Animation 22 (previously Animation 2020), an effort to improve animation tools in Blender, &lt;a href="https://gamefromscratch.com/amazon-aws-join-blender-as-corporate-sponsor/"&gt;sponsored by AWS&lt;/a&gt;&lt;/li&gt;<br />
&lt;li&gt;improved pipeline and USD support, Pixar’s open interchange format&lt;/li&gt;<br />
&lt;/ul&gt;<br />
&lt;p&gt;You can learn more about the Blender’s accomplishments in 2020, as well as the new projects in 2021 in the &lt;a href="https://youtu.be/mU387jw8UNU"&gt;video &lt;/a&gt;below.&lt;/p&gt;<br />
&lt;figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"&gt;<br />
&lt;div class="wp-block-embed__wrapper"&gt;<br />
&lt;div class="ast-oembed-container"&gt;&lt;iframe class="youtube-player" width="1500" height="844" src="https://www.youtube.com/embed/mU387jw8UNU?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"&gt;&lt;/iframe&gt;&lt;/div&gt;<br />
&lt;/div&gt;<br />
&lt;/figure&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
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<a href="https://www.sickgaming.net/blog/2021/01/02/blender-in-2021/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...r-in-2021/</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Blender in 2021</span><br />
<br />
&lt;div style="margin: 5px 5% 10px 5%;"&gt;&lt;img src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/blender-in-2021.jpg" width="1920" height="1080" title="" alt="" /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2021/01/blender-in-2021.jpg" class="ff-og-image-inserted"&gt;&lt;/div&gt;<br />
&lt;p&gt;The Blender Foundation have just announced their “Big Projects” list for Blender in 2021. It is hard to argue that 2020 wasn’t a banner year for Blender development, with &lt;a href="https://gamefromscratch.com/blender-2-82-released/"&gt;three &lt;/a&gt;&lt;a href="https://gamefromscratch.com/blender-2-90-released/"&gt;major &lt;/a&gt;&lt;a href="https://gamefromscratch.com/blender-2-91-released/"&gt;releases&lt;/a&gt; as well as the first ever &lt;a href="https://gamefromscratch.com/blender-2-83-lts-released/"&gt;LTS release&lt;/a&gt;. Through 2020 we saw improvements to the Blender UI/UX, sculpting tools, modeling, EEVEE, Cycles and so much more. We also saw a record number of massive companies coming on board the Blender development fund. With the release today of the &lt;a href="https://www.blender.org/press/big-blender-projects-for-2021/"&gt;projects list&lt;/a&gt;, we get insight into the Blender priorities in 2021, including priorities such as:&lt;/p&gt;<br />
&lt;ul&gt;<br />
&lt;li&gt;launch of a new open movie called Sprite Fight&lt;/li&gt;<br />
&lt;li&gt;the everything nodes project, where everything in Blender will be able to be driven procedurally using nodes (see &lt;a href="https://gamefromscratch.com/blender-2-92-geometry-nodes/"&gt;Geometry Nodes in action here&lt;/a&gt;)&lt;/li&gt;<br />
&lt;li&gt;all new Asset Browsers editor window for better content management&lt;/li&gt;<br />
&lt;li&gt;massive improvements to the VSE or Video Sequence Editor&lt;/li&gt;<br />
&lt;li&gt;EEVEE real-time rendering improvements including Vulkan support, motion blur, depth of field and possibly raytracing&lt;/li&gt;<br />
&lt;li&gt;VR improvements including the ability to use VR controllers and author content in virtual reality&lt;/li&gt;<br />
&lt;li&gt;Cycles rendering improvements especially related to perfromance&lt;/li&gt;<br />
&lt;li&gt;Animation 22 (previously Animation 2020), an effort to improve animation tools in Blender, &lt;a href="https://gamefromscratch.com/amazon-aws-join-blender-as-corporate-sponsor/"&gt;sponsored by AWS&lt;/a&gt;&lt;/li&gt;<br />
&lt;li&gt;improved pipeline and USD support, Pixar’s open interchange format&lt;/li&gt;<br />
&lt;/ul&gt;<br />
&lt;p&gt;You can learn more about the Blender’s accomplishments in 2020, as well as the new projects in 2021 in the &lt;a href="https://youtu.be/mU387jw8UNU"&gt;video &lt;/a&gt;below.&lt;/p&gt;<br />
&lt;figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"&gt;<br />
&lt;div class="wp-block-embed__wrapper"&gt;<br />
&lt;div class="ast-oembed-container"&gt;&lt;iframe class="youtube-player" width="1500" height="844" src="https://www.youtube.com/embed/mU387jw8UNU?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"&gt;&lt;/iframe&gt;&lt;/div&gt;<br />
&lt;/div&gt;<br />
&lt;/figure&gt;<br />
&lt;div class="code-block code-block-1"&gt; &lt;ins class="adsbygoogle" data-ad-format="autorelaxed" data-ad-client="ca-pub-5156240514307514" data-ad-slot="1997524572"&gt;&lt;/ins&gt;<br />
&lt;/div&gt;<br />
&lt;/div&gt;<br />
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<a href="https://www.sickgaming.net/blog/2021/01/02/blender-in-2021/" target="_blank" rel="noopener" class="mycode_url">https://www.sickgaming.net/blog/2021/01/...r-in-2021/</a>]]></content:encoded>
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