Upcoming Events
IEEE Consumer Communications & Networking Conference
1/10 - 1/13 @ Las Vegas, NV

6th Annual Mobile Games Forum 2009
1/21 - 1/2 @ London, United Kingdom

Nordic Game Jam
1/30 - 2/1 @ Copenhagen, Denmark

Global Game Jam
1/30 - 2/1  

More events...


Quick Stats
3916 people currently visiting GDNet.
2246 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

  search:   
Intel Developer Zone


Today's Featured Image By
Dark_Nebula



Other Recent Images


View Full Gallery
Submit an Image

Featured Book


GDNet Poll
When developing software or other items where some form of design is needed, do you:

take the Top Down Approach?
take the Bottom Up Approach?
just throw yourself at it with no prior designs?
delegate the item in question to your minions?

 [Results]  [Polls]
[Submit poll idea]

Latest Articles and Columns
S W E E T   S N I P P E T
Integrating ToLua++ and Your Game Engine
by Austen Higgins-Cassidy, posted 1/6/09
This snippet is a brief overview of using the ToLua++ system to integrate your code with Lua. It allows you to shift structures and information between Lua and C++ fairly simply

V I S U A L   A R T S
Better Programmer Art
by Joel Davis, posted 12/29/08
Better artwork makes a huge difference in the impact of a game, prototype or technical demo, especially among a non-technical audience. Sometimes you don't have the time or resources to find a dedicated game artist. This article presents ten tips for us programmer types to improve the quality of our game artwork and 'fake it' as a game artist.

R E V I E W
Mudbox 2009
by Kelly L. Murdock, posted 12/23/08
We review Autodesk's recently-acquired 3D sculpting and texture-painting tool.

V I S U A L   A R T S
Case Study: Resistance 2 Graphics Tools and Pipeline
by Kelly L. Murdock, posted 12/18/08
A look at Insomniac Games (makers of the Resistance franchise) and how they used Autodesk tools to create the stunning visuals in their games

Recent Articles and Columns
Event Coverage: Pecha Kucha Night
Review: Maya 2009
Programming: Dynamic 3D Scene Graphs

More articles and columns...
Would you like to write for us?


Spotlight
'The usual approach of science of constructing a mathematical model cannot answer the questions of why there should be a universe for the model to describe. Why does the universe go to all the bother of existing?'  -Stephen Hawking
Latest Game Development News     RSS     Submit a news item!

Tuesday, January 6, 2009
The Daily GameDev.Net
Okay, you may have gone to work yesterday, but let's face it, you probably didn't actually accomplish anything. It was the first Monday back after the holiday. But now it's Tuesday, and you know what that means? It's time to stop slacking, and you can do so just as soon as you finish this Get Back To Work GameDev.Net Daily. Don't want to get fired, after all.

Now that everybody is back to work (except people who got fired just before Christmas of course), it's time for all of the console manufacturers to start announcing their incredible success in the holiday season. If we're really lucky, all of them will even declare their victory. First up is Microsoft, showing off 28 million Xboxes sold and 17 million Live members. Sony is bragging about a 130% increase in post-Black Friday sales and a 40% gain overall. In fact, Sony is doing so well that they're right on track to some day make a profit. Of course the Nintendo Wii continues to beat the everloving daylights out of both, selling over two million in November and probably a similar number in December.

It turns out there's a Left 4 Dead blog, which I wish somebody had mentioned to me sooner. Why? Well, there are now two posts in a series about the art direction in the game, discussing how things got to be the way they are. Part 1 discusses the cinema style effects leveraged to get the correct visual style. Part 2 looks at how they handled darkness in the game. Valve, the developer of Left 4 Dead as well as the well known Half Life series, first introduced in-game developer commentary in their Lost Coast demo. Since then, they've gone out of their way to provide their audience with insights into how their games are built. Personally I've always been blown away by their art direction and how seamless it is, not to mention how seemingly insane decisions in their engine work perfectly when combined with their artwork. You're doing yourself a disservice if you skip what they say about their games.

PC gaming continues to have its challenges though -- the Championship Manager soccer simulator games are seeing a 90% piracy rate, according to the developer Beautiful Game Studios. Like World of Goo (whose creator made a similar announcement), the game is DRM free. Of course, it's difficult to know what this means without having numbers for games protected by technologies such as SecuROM, but it does seem like it's becoming increasingly difficult to justify developing games for PC if piracy rates are so high. It's unfortunate, but it's certainly not unexpected.

I love voice actors. We'll close out today with the Metal Gear Solid cast amusing themselves and anyone who cares to watch.

Read More.. | 2 Comments

Monday, January 5, 2009
Visualization Library Alpha 2 available for download
This new release of Visualization Library Alpha 2 brings several new groundbreaking features, including a brand new lightning-fast and closer to the metal rendering architecture; native Win32, SDL, GLUT and Qt4 bindings; improved compatibility with 3DS, OBJ, AC3D, MD2 and PLY files; a powerful Image class with out of the box support to DDS, BMP, TIF, TGA, DAT and raw files; a new String class to encode, decode, load and manipulate UTF16, UTF8, Latin1 and Ascii text; a virtual file system to access files and directories on the disk, on the ram and in zip files! a powerful GLSL 1.30-like C++ math library; support to the latest OpenGL 2.1/3.0 extensions including geometry shaders, integer textures and multi-instancing; GL_EXT_texture_array and GL_ARB_texture_rectangle support; cross platform CMake building system; more API documentation; more than 40 examples and tests!

Read More.. | 2 Comments

Ratcliff Code Suppository releases JobSwarm, a microthreading framework
John Ratcliff's Code Suppository recently released "a micro-threading library that can handle tens of thousands of extremely tiny jobs with almost no overhead" called JobSwarm.

Read More.. | 0 Comments

Audio Article #52 at IndustryBroadcast
IndustryBroadcast, the games industry podcast website whose mission is to "bring the collective insight of the gaming industry to your ears", has posted Audio Article #52: Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment.

Read More.. | 0 Comments

NVIDIA Releases GPU Programming Guide for GeForce 8 and Later GPU's
More from the NVIDIA Developer Zone today, as they've released the NVIDIA GeForce 8 and 9 Series GPU Programming Guide, which the website says "provides useful advice on how to identify bottlenecks in your applications, as well as how to eliminate them by taking advantage of the GeForce 8 and 9 Series’ features."

Read More.. | 1 Comments

GPU Gems 3 - Chapters 11, 12 & 13 now online
NVIDIA has posted chapters 11, 12, and 13 of GPU Gems 3 on their developer website. This week's chapters cover more techniques for lighting and shadowing on the GPU.

Read More.. | 0 Comments

Game Developer Magazine 2008 Front Line Award Winners
The editors of Think Services’ Game Developer magazine have named the winners for the 2008 Front Line Awards, the magazine's eleventh annual evaluation of the year's best game-making tools in the categories of programming, art, audio, game engine, middleware, and books. In addition, the magazine has revealed that the Unreal Engine series, Epic Games’ popular multi-platform game engine, is this year's inductee to the Front Line Awards Hall of Fame. Each year, honor is bestowed upon a product that has made an outstanding contribution to the game development industry for five years or more. All winners will be profiled in the January 2009 issue of Game Developer, available to subscribers in early January.

Read More.. | 0 Comments

Mobile Games Creation Contest for Independent Developers by Sun & Mo’Minis
Sun Microsystems & Mo’Minis had announced the first contest for rapid development of mobile games using Mo’Minis Studio - Game Development Platform. Mo'Minis Studio allows developers to rapidly create original quality mobile games from scratch, and have them seamlessly supported on a wide range of mobile handsets. Contest leaders will receive revenues of the wide distribution of their games in orange Israel Portal accessible to 2,500,000+ subscribers and in additional future channels. In addition, Contest winners will enjoy large-scale publicity and attractive prizes valued at $5000.

You can register to the contest & download the Studio for free at: http://dev.mominis.com?sr=2

Read More.. | 0 Comments

Platinum Arts Sandbox 2.3 Release! - Open Source 3D Game Design For Kids And Adults!
Platinum Arts Sandbox is the game design tool based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults! We have a ton of goodies for you in this new release dubbed 2.3. You can download it here. Full feature additions after the jump.

Read More.. | 0 Comments

The Daily GameDev.net
As predicted, Microsoft has released the list of the top Xbox Live games as well as the more interesting Xbox Live Arcade purchases of 2008. Disappointingly, Ultimate Mortal Kombat 3 and Doom feature prominently, but there is some good news in there. Here's hoping there's fewer sloppy ports mass-consumed in 2009.

Jack Thompson's quest to be dis-disbarred continues, with news of his petition to the United States Supreme Court. Presumably, they have better to do than listen to him, but if they do hear his case, it should make for the most entertaining nation-wide news possible. It's not like it's impossible; it appears that The Almighty does his economic bidding already, so it's not a huge leap to imagine that Jack could force the Supreme Court to hear the case through divine threats of pestilence and mass flooding.

In independent news, the Global Game Jam has been announced for January 30. If it's not taking place in your region, why not contact them and take the initiative to start your own?

Before you go today, you absolutely must try Derek Yu's Spelunky!, which has been getting deservedly rave reviews across the entire Internet. It mixes the fun of platform adventuring with vicious, arbitrary brutalizations of your hapless explorer. Another independent game which has been getting positive press is Gravity Bone, a stylish espionage thriller which, albeit short, looks delectable.

Read More.. | 2 Comments

Thursday, January 1, 2009
The Daily GameDev.net
HAPPY NEW YEAR!!

It's with great pleasure that I ring in the New Year here at GDNet and welcome you to the first Daily of 2009. Just yesterday we were all looking back at 2008, and now our sights have once again been turned forwards and ahead to what this new year will bring us all. Annnd I'm going to stop right there and just get on with it.

New Years Resolutions for the Game Industry. Leigh Alexander from Gamasutra has a monthly column over on Kotaku, and this month she uses it to go over ways she believes the industry can better tackle 2009. Her resolutions include no more deluges of games during the holiday season, keeping things small and shooting for more long-tail products, and giving more recognition to each and every team member involved in a title (something the IGDA's credit standards committee is working hard at right now). She also covers some resolutions for gamers as well. What do you think the industry should do to make itself better in 2009 given the recent economic downturn? [Full Story]

Experimental Gameplay 2009 accepting submissions. Indie developers listen up! Here's a great chance to showcase your game. The Experimental Gameplay sessions are given during GDC and have helped springboard games like fl0w, Everyday Shooter and (of course) Braid into the spotlight. The organizers, including its founder Jonathan Blow, are looking for novel game mechanics, emergent gameplay, interactive storytelling, and innovative UI. So if you think your game has what it takes then send it in - submissions are due by February 16, 2009. [Full Story]

2008 Year in Review. I'm not a big fan of "Top X Whatever of Whatever" lists, as they always appear highly subjective to me unless they're based on some sort of data and not the author's sole opinion. However, I am a fan of looking back over a year and remembering all the key things that went down throughout that time. Okay, this can still be subjective as well but for the most part Big Stories are Big Stories to everyone. Leigh Alexander has a 4-part series over at Gamasutra detailing the major events of each quarter of 2008. Live and learn people, and to do that you have to remember what came before. [Full Story]

Top Ten Indie Stories of 2008. And what better way showcase my hypocrisy and follow up my quick rant about Top X lists than to feature one myself? Well in this case I happen to have great respect for the author, Andy Schatz, who runs down what he thinks were the most noteworthy indie stories of 2008. It also helps that he's an indie developer who's made great strides in the industry and is more than capable of recognizing important events that have transpired over this past year. So check it out, and revel in my hypocritical self-subjective nature. [Full Story]

I Get Your Fail. I stumbled across this blog a few days ago - love it and can't beleive I haven't heard about it until now. It collects various pieces of FAIL from around the game development industry, from render errors to funny screenshots to code that will make you go WTF. Submissions can be made anonymously so if you're ever frustrated by some stupid piece of code from your idiot coworker or happen across an in-game bug that's just priceless, the only thing stopping you from sharing is your own morality. Warning to everyone: I have none. Bwaaahahahaha. [Full Story]

Finally, I recently came out and shared my traumatic experience of being sexually assaulted in Sony's Playstation Home. It was a tough decision, but I decided that sharing my pain would be best for myself and others still unaware of this gross atrocity. (And it's helped me not cry myself to sleep at night). I dream of the day that PvP is implemented. Take note, hackers.

Read More.. | 2 Comments

Wednesday, December 31, 2008
Tales from Journal Land: New Years Edition
I'm going to be up in the Poconos Mountains in north-eastern Pennsylvania later tonight and the rest of this week. Why should you care? Because despite my wishing there's internet at the house everytime I go up (it's a duplex and my friends and I stay on the bottom floor) I know there won't be - it's an old couple occupying the house upstairs permanently and they don't seem to be the technological type. So that means no Weekend Reading this weekend, so you get a special New Years Edition of Tales instead of having to wait until next Friday. I know, I'm such a nice guy.

In other news, Tiffany may or may not be posting a Daily for today, mittens isn't posting one for Friday (unless you all guilt trip him perhaps, hahaha) and I plan to have one for tomorrow if I have time to compile it before I leave. Which I should probably get to.

Happy New Years, see you all in 2009!

Journal Land Pick of the Week

On the path with a ramblin' man - jollyjeffers talks a bit more in-depth about the newly-released eBook Programming Vertex, Geometry, and Pixel Shaders, which has been published to the GDWiki. Specifically, he traces the timeline of the book's development back to its origins, and talks about where the team of authors and GDNet are planning to take the book in the future. If you haven't checked it out yet (like if the Wiki was down - sorry!) then certainly stop by and give it a read over. Edits and suggestions are welcome too as the authors prep the print version targeted at DirectX 11.

Read More.. | 4 Comments

Tuesday, December 30, 2008
The Daily GameDev.Net
I apologize for this Truly Phoned In GameDev.Net Daily. It's been a rough week. Didn't even realize it was Tuesday until someone mentioned it to me.

The MMO world is usually good for ridiculous news of some sort. This time, Worlds.com is suing NCSoft for infringing on a patent entitled "System and Method for Enabling Users to Interact in a Virtual Space." It sounds like a very broad patent, but apparently Worlds.com feels it can be leveraged in court. They're seeking a permanent injunction against NCSoft plus royalties, which I can only assume is lawyer speak for "we don't care who's right, just give us a big settlement and we'll leave."

In the console world, there's been ripples because of an iSuppli report about the PS3's manufacturing cost. I've been unable to find any discussion or analysis of whether iSuppli, an independent analyst, is actually even vaguely credible. They publish reports like this every so often, with their estimates of how much various hardware costs the manufacturer to make. The linked article extrapolates to claim that this is primarily why the PS3 cannot price drop into a more competitive segment, and that the extra value it affords (like Blu Ray support) simply isn't going to move units.

Lastly, Gamasutra has published its Top 10 XNA Community Games of 2008 list. Personally I think that James Silva's Dishwasher would have topped the list, except that it's actually being published as a full Xbox Live Arcade title. That's not to belittle anyone on the list, of course -- it's an expression of the quality of some of these games. There's fantastic work here, and all of them have free trials for you to go download and play on your Xbox. And you should, if you have one.

I was going to give you guys a closing video, but it turns out I left for vacation a week ago.

Read More.. | 3 Comments

The Top 10 Independent Games of 2008
GameTunnel has just published its Top 10 Independent Games of the Year list for 2008.  A yearly feature since 2003, the GameTunnel Game of the Year awards highlight the best PC games that you've never heard of.  Covering obscure games made by passionate indie developers, the awards are a unique list of hidden gems from the game industry's underground.

Read More.. | 0 Comments

Monday, December 29, 2008
The Daily GameDev.net
Welcome back from Christmas week. Hopefully the Daily will rescue you from the last dregs of your extended family, allowing you to temporarily escape into a universe of snark and discussions of videogames.

If you produced the recent Prince of Persia game, you're probably quite upset that gamers haven't rushed to your defense and embraced your game with open arms and showering of gifts. Your innovations, such as a dialogue system you can control, and graphics that look good, are critically acclaimed yet completely ignored by the screaming, crawling mass of gamers. Truly, Prince of Persia must be the only critically acclaimed entertainment work that has been ignored at retail.

On a similar note, Monolith has stated that allowing their publisher to completely bungle their franchise by farming it out for some critically panned expansion packs is not the best thing that could have been done for the franchise. To that effect, they've wisely decided to completely ignore those packs and go on with life.

In more independent news, the Christmas season frequently allows our fellow home-based developers to write code without having to neglect their day job. To that effect, the Commonplace Book Competition has been judged, people chuckled at metagaming enjoyment in Achievement Unlocked, and we all got a look at the delicious Owlboy. I must, of course, again give props to Space Giraffe for the PC, which I spent quite a bit of time playing last week, albeit to a small improvement in my high score.

That's it from me this week, but I do hope if you got a Wii this season you didn't beat up your girlfriend over it. The only people you should be beating up over that is the guys who cancelled Project HAMMER.

Read More.. | 7 Comments

Friday, December 26, 2008
Weekend Reading: Tales from Journal Land
Journal Land Pick of the Week

Chronicles of the Hieroglyph - Jason Z reveals the book project he, Wolfgang Engel, Jack Hoxley, Ralf Kornmann, and Niko Suni have been working on for over a year: "Programming Vertex, Geometry, and Pixel Shaders". This book is available in full online at the GD Wiki. The team of authors is working on a printed revision covering DirectX 11, but the online material will be more than suitable for the majority of DirectX programmers.

Read More.. | 2 Comments

Thursday, December 25, 2008
Help Wanted Picks: Christmas Edition
We're back again with our now-regular feature showcasing some of the most promising and/or interesting projects currently recruiting in our Help Wanted forum. This time we've got a working playable 2d MMO looking for art and design help, an experienced modding team looking to expand their ranks, and XNA Community Games platformer aiming to donate any profits to charity and an interesting non-gaming project looking for an OGRE-experienced coder, along with a whole bunch of people offering skills or services to help out with your existing project. Check inside for full details...

Read More.. | 4 Comments

New Book Published Exclusively to GDWiki!
Merry Christmas! I'm happy to announce that Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni and Jason Zink have all worked hard and conspired to bring you Programming Vertex, Geometry, and Pixel Shaders. This book is intended for people that have some background in DirectX8 or DirectX9 programming and want to upgrade their knowledge to DirectX 10. It's also completely free and available on GDWiki!

This book can be considered a first draft, as the team of authors is working on a print revision that will focus on DirectX 11. In addition to using GDWiki to get the content of the book out to you, they also welcome comments and feedback and even Wiki edits so that they can prep the content for the printed and enhanced version. If you've ever wanted to see your name in that Acknowledgments section of a book, stop by and lend a hand!

Great job authors! You've all set a new precedent in terms of content publishing and we at GDNet are happy to have been able to support you throughout this process.

Read More.. | 19 Comments

Tuesday, December 23, 2008
Game STL v0.0.1a Released!
Game STL is an open source C++ template library which, although based on certain aspects of the STL, it includes many improvements which increase the suitability of STL for use in commercial or open source game development as described in the EASTL. This release, version 0.0.1a, released in time for Christmas, is a windows only first look at the library and how it is adapting to meet the needs of professional and hobbyist developers alike.

Read More.. | 20 Comments

DX Studio Winter 2008 Games Competition Winners Announced
The winning entries to the DX Studio Winter 2008 Games Contest have just been announced by Worldweaver Ltd.

Read More.. | 0 Comments

Monday, December 22, 2008
GarageGames licenses iTGB to more than 100 companies, releases iTGB 1.1
GarageGames, the leading technology provider for independent game developers, has released an update to iTGB, their 2D game engine for the iPhone. This update includes texture compression using iPhone native PowerVR libraries, and optimizations yeilding up to 300% increases in performance.

Read More.. | 0 Comments

N-Sided launches its solution for avatars creation to Virtual Worlds
N-Sided announces the launch of a new offer based on QUIDAM tools and content, dedicated to the needs for avatars of virtual universes and massively multiplayer online games.

Read More.. | 0 Comments

Sunday, December 21, 2008
Irrlicht In Motion - 3D Competition Started
The Irrlicht Team just started a competition over the Christmas break to celebrate the release of Irrlicht 1.5. Prizes are 200$ in cash, books from Amazon and 3 irrKlang licenses worth 1470 euro. The competition is about creating an interactive 3D demo, it ends on 12th of January 2009, details can be found on the Irrlicht Forum. Good luck everyone!

Read More.. | 0 Comments

Friday, December 19, 2008
Weekend Reading: Tales from Journal Land
Journal Land Pick of the Week

DruinkJournal - Evil Steve follows in the footsteps of Mike.Popoloski and ApochPiQ by starting his own series of articles in his journal, revolving around Direct3D. This first tutorial covers proper technique for setting up D3D, initializing and creating a window with a simple screen fill.

Read More.. | 7 Comments

The Daily GameDev.net
The (only) big news of yesterday comes in the form of sadness. Free Radical, the developers of the excellent Timesplitters franchise and the much maligned Playstation 3 FPS Haze (released earlier this year), have gone bankrupt. An employee of an administration firm known as Resolve Partners had this to say on the matter: "It's business as usual, although we have asked that almost all of the employees apart from a skeleton crew remain at home." Maybe I'm just new at this whole business thing but if the least amount of employees as possible are left in the office to do work while everyone else is forced to stay home wouldn't that qualify as something very different from "business as usual?" All of Free Radical's employees have been paid through December and, according to Shacknews, the studio "hopes to make an announcement regarding its fate later this month" (following an "analysis of its "financial position" by Resolve Partners"). Here's hoping everyone at at Free Radical lands on their feet and my sincere condolences because these were the greatest pieces of concept art ever created by man: piece one and piece two.

Two vital pieces of information were revealed to the game industry and, well, the general populace earlier this week: 1) MC Hammer uses Twitter and 2) MC Hammer was at Activision regarding a "secret project." Yeah.

The first part of the Game Review Symposium was released to the Internet yesterday; the project has the goal of -- and stick with me on this -- discussing and writing the process of discussing and writing about games. That's an over simplistic view of it, of course, but it works for this purpose. This first part of the symposium aims to discuss the ideas and purposes behind the scores attached to game reviews from some of the game industry's most notable reviewers such as Newsweek's N'Gai Croal, well-known freelancer Tom Chick, EGM alumnus Dan Hsu, and more. It's a long read that doesn't break revolutionary ground as far as the reviewing process is concerned but it's a great place for intelligent game writing discourse.

Z Corporation and Electronic Arts have partnered up to provide a service to gamers that will create 3D sculptures of players' creations in Spore. Patrick Buechner, Vice President of Marketing at Maxis, had this to say: "At its heart, Spore is a tool for creativity. Since launch, fans have made more than 40 million Spore creatures, vehicles and buildings, [...] We wanted to give players a way to extend their in-game creativity to the real world. The flexibility of the in-game creation tools allows an almost limitless variety of Spore Sculptures." No offense to any of the parties involves but have either Z Corporation or Electronic Arts seen some of the player-produced Spore creations?

Finally, this is the last GameDev.net Daily that will run until some time after Christmas. So hopefully all of you have a Merry Christmas and a happy new year and such. And you better all be playing games.

Read More.. | 5 Comments

Thursday, December 18, 2008
Carnegie Mellon University to Host Second Annual Game Education Summit
Carnegie Mellon University will host the second annual Game Education Summit, a conference focused on improving academic training for tomorrow’s video game professionals, June 16 – 17, 2009 at the Entertainment Technology Center (ETC) at Carnegie Mellon University in Pittsburgh, Penn.

Read More.. | 0 Comments

Three Rings Applauds Winners of First ‘Design Your Whirled’ Contest
Three Rings, a leading independent developer of casual massively multi-player games, and deviantART, the largest online social network for artists and art enthusiasts, have announced the winners of the first “Design Your Whirled” contest. The contest challenged deviantART members from around the world to create the best individual or multiple rooms for Three Rings’ new player-created virtual world and Flash game development platform, Whirled. Based on the popularity of the first contest, Three Rings is now accepting entries for the second “Design Your Whirled” contest.

Read More.. | 0 Comments

2009 Game Developers Choice Awards Now Open for Nominations
Submissions are now being accepted for the 2009 Game Developers Choice Awards, the most prestigious honors in videogame development. The ten awards will be given out at a ceremony produced by the Game Developers Conference® (GDC) and presented by Gamasutra.com and Game Developer Magazine on Wednesday, March 25, 2009 at GDC. The celebration, held in conjunction with the Independent Games Festival (IGF), will be hosted in the Esplanade Room in the South Hall of San Francisco’s Moscone Convention Center. The nomination ballot and further details about the Choice Awards are now available online at www.gamechoiceawards.com.

Read More.. | 0 Comments

EMotion FX v3.7 released, now including motion mirroring, jiggle controller and more
MysticGD has launched version 3.7 of EMotion FX, the real-time character animation and model export system.

The release now includes real-time motion mirroring, a footplant IK inverse kinematics solver, which makes planting feet on uneven surfaces easier and a jiggle controller designed to help simulate the movement of hair, cloth and fatty tissues.

Read More.. | 0 Comments

Gamestudio version 7.6 released
Gamestudio/A7 version 7.6 was released in December. It contains many new features such as an improved lightmapper, WiiMote® support, improved multiplayer mode with compression and encryption, isometric views, new Truetype text functions, unlimited textures for shaders and terrains, and about 30 new or improved engine functions. Version 7.6 is 100% compatible to its predecessors. It is available as a free update at http://www.3dgamestudio.com.

Read More.. | 0 Comments



News Archives