#70 — May 15, 2022

From news: Flutter 3 and Casual Game Toolkit, Duke Nukem Forever 2001 sources released, Character Creator 4 released.

Of the interesting things: the history of one frame of Halo Infinite, the process of working on the environment of Dying Light 2, 40 cool scenes using Unreal Engine 5, the Turing machine in Doom.

Updates/releases/news

Flutter 3 and Casual Game Toolkit

A lot of interesting things were announced on Google.io, but in terms of game development, at least the news about the release of Flutter 3 and the Casual Game Toolkit deserves it. Flutter 3 has quite a lot of new stuff, including support for macOS and Linux apps.

For game developers, an interesting way out Flutter Casual Games Toolkit (tools to simplify the development of casual games) for the Flame Game engine. In addition, the company published the source pinballdeveloped with Flutter and Flame Game engine.

Unity posted the Loady Dungeons project to learn how to work with Cloud Content Delivery and Addressables

The goal of Loady Dungeons is provide a casual gameto understand how Addressables and Cloud Content Delivery (CCD) work together in an existing project.

You can download from Github.

Duke Nukem Forever 2001 sources published

AT archive with the version of Duke Nukem Forever from 2001 added source code, assembly instructions, assembled build of the game and patches that allow you to run the shooter on modern operating systems.

Game Texture Viewer will be free

JangaFX made a browser for textures and spritesheets GTV (Game Texture Viewer) available for free. It cost $20 before I bought it.

Until the software becomes free, you can use the GPG7-33NS-KJ2K-CKGT code.

Character Creator 4

Update allows users to import a much wider range of character rigs, with rigs from 3ds Max, Blender, Maya and Unreal Engine converted automatically.

Photoshop now supports files from Substance

Adobe added built-in support for Substance files in the latest Photoshop beta.

This should allow users to import procedural materials in .sbsar format from, for example, the Adobe Substance 3D Assets library.

Rust GameDev #33: April 2022

Another digest development of games on Rust.

Unity 2022.1 Tech Stream

AT post The Unity team shared just a few of the most important points that cover key areas including a unified user interface, usability for artists, speed of iteration, and platform improvements.

Freebies/Giveaways/Bundles/Courses

75-page guide to profiling in Unity

AT leadership gathers knowledge and advice from external and in-house Unity experts on how to profile an application in Unity, manage its memory, and optimize power consumption from start to finish.

New Unreal Engine 5 Courses

This month seven courses dedicated to helping you learn some of the ins and outs of UE5.

Interesting articles/videos

History of one frame of Halo Infinite

During the development of Halo 5, the engine was tailored for the Xbox One with their 8 cores and fixed FPS. For Infinite, the engine needed to be redesigned to run on a bunch of different hardware (especially on PC) with varying framerates.

The report tells what changes the engine has undergone and what came of it.

The developers of The Riftbreaker talked about the use of AMD FidelityFX Variable Shading in their game

Outcome: at no extra cost were able to raise the fps.

Existing problemsA: VRS to some passes can reduce image quality without increasing performance or overall quality kill. For example, applying VRS to a bloom resulted in artifacts instead of the desired soft effect.

Advice: Some parts of the screen can be transferred to VRS without any problems, without fear for the quality. For example, if the UI hides.

Interview: Astral Ascent developers about the features of working in Construct 3

Developers told about the pros and cons of the studio’s work with the game designer, the “secret” techniques that help bring the game to early access and why the choice fell on Construct 3.

The process of working on the environment Dying Light 2

Techland Lead Environment Artist Bartosz Januszkiewicz told about working on Dying Light 2 Stay Human, explained how the levels were made intuitive.

How the engine was created on Unity (part 0)

In this series of articles, the developers will talk about how a group of students created their own game engine for visual novels using Unity.

Potion Craft: from GIF to 100,000 sales at launch

Dmitry Yashanov, Producer at tinyBuild, explains how Potion Craft by a small indie studio niceplay games went from prototype to a successful launch of 100,000 copies in the first three days of sales.

Gamedev Latin America

The cycle of materials about the gaming industries of the continents and regions continues. AT this time talking about Latin America.

Speeding up OBJ import in Blender by speeding up parsing

Changed the input and output types, which can save seconds on large scenes.

Fix itself will be in 3.2. About the problem Aras painted well.

CD-Rom emulator for SonyPlaystation, which has been written for over ten years. Part 1

The article may contain scary pictures, non-optimal schemes, wrong decisions. Come in at your own risk.

Comparison of .obj parsing libraries

AT article several popular parsers in C/C++ are considered.

QA without routine: how we automated regression testing

Alexander Mastyugin, tester at Nord studio, told how the studio decided to automate regression testing.

Creating a Rainy Scene in Blender

A guide to creating a rain shader using geometry nodes.

Turing machine in Doom

About the machine’s applicability in the context of DOOM levels.

Landscaping and Lighting for Narrative-Adventure Game Lake

Jonathan van Immerzeel told about the process of working on Lake, a narrative-adventure game about a postal worker, explained how the landscape was created in World Creator 2 and shared what he learned while working on the vegetation.

Making Art for Final Fantasy 9

In the interview, Ben Hanson talks to Cecil Kim (Artistic Director of Thatgamecompany) and Wevr Director/Executive Producer Jake Rowell about their work on Final Fantasy 9.

Destructible tile maps in a 2D platformer powered by Unity

AT article gives examples of such games and shows how to implement it yourself in Unity.

Why should Unity game developers use static analysis?

Over the years, the cost of creating games has increased, their scale has grown, and therefore their code base has grown. It’s getting harder and harder for developers to keep track of bugs. A bugged game entails financial and reputational losses. How can static analysis help with this?

Solo Development: Myths, Reality, and Survival Strategies

In this session with the 2022 GDC, panelists break down the path of single player development through the stories of those who have chosen to follow this path and successfully release their games.

“Die Without Regrets”: Suda51’s Big and Rare Interview for Game Developer Magazine

The unique year 2007. Young and hot Suda meditates about his creative methods, GTA design issues, quests, violence and the importance of a linear story.

Ocean wave generation in Niagara and UE5

Ryan James Smith shared A quick tutorial that explains how to create tiled ocean waves using fast Fourier transforms.

Lost Ark has found its way

Amazon Games has finally made a name for itself after the rocky launch of New World. AT article this topic is explored: is Lost Ark MMORPG in the Western market ushering in a new era?

Multi-Resolution Geometric Representation using Bounding Volume Hierarchy for Ray Tracing

New method using LODs to optimize ray tracing from the AMD team.

Worst bug of all time – accidental loss of top players

Imagine that you discovered a serious bug in production immediately after the release of the game. The mistake only hurts your paying customers. Imagine the game freezes right after players make an in-app purchase. This is story one such bug that the author of the article has ever encountered in 30 years of programming. This is the story of how he and his team tracked down an issue and worked with Unity to fix it.

Miscellaneous

40 cool scenes using Unreal Engine 5, Quixel Megascans and assets from Sketchfab/Unreal Engine Marketplace

Only a few days were spent on each scene.

Cute Farming Blender Concept

With ArtStation.

Demake Portal on Nintendo 64

You can get acquainted at Github.

An artist recreated a train station from Japan on UE5

At night, it looks like a location from a horror movie.

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