The folks behind Godot, the free and open-source (MIT license) game development engine and toolset, have released Vulkan progress report #5. Some of the bigger changes this month will include: real-time lighting thanks to a clever voxel lighting implementation using signed distance fields; GIProbe now supports multiple bounce lighting (3 bounces), and generates voxel ambient occlusion with options to tweak it manually and Dynamic Objections may be added to a scene and can emit their own light.
Godot Engine now supports the full glTF 2.0 specification. With the release of Godot 3.0 alpha1, users needed more content to test with the new 3D engine. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format. The surprise, though, is how good this format is for video game asset exchange. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time. Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines. To better understand why, a list of previous attempts will be explained and why they failed.
Imagination Technologies latest blog is broken into two parts: The first part discusses issues related to the artist and the production of game scene assets. The second part describes the software engineering project to integrate the Unreal Engine with Imagination’s PowerVR GR6500 Wizard development hardware, and their Vulkan driver with their proposed ray tracing API extensions, in order to demonstrate ray tracing functionality running in a well-known game engine.
Xeolabs developer Lindsay Kay this month extended xeogl to load glTF models with PBR materials, for both metallic/roughness and specular/glossiness work flows, using the FRAUNHOFER_materials_pbr extension. This is still a work in progress, as they are following along behind the current development of the glTF 2.0 spec. xeogl is a WebGL-based 3D engine that’s geared towards visualization applications in science, technology, engineering and mathematics (STEM).
Intrinsic is an Open Source, Vulkan based, cross-platform graphics and game engine. The project is currently in an early stage of development, and according to it’s author, is developing rapidly. There is a website and the project itself is hosted on Github.
Vanda Engine 1.3 source code is now available on SourceForge and on Github. Vanda Engine 1.3 is based on the COLLADA RT project (using COLLADA DOM) and can import COLLADA 1.4 format. There are many bug fixes and several new features have been added to allow import of most of the features of COLLADA 1.4 including animation clips, multiple UV sets and loading cameras. OpenGL 3.0 is being used to render the scenes.
The first jME3 release of 2011 is also our last alpha. The beta release of jME3 will finally be in “API freeze”, although most planned API changes have been incorporated already in alpha-4. Several major graphical enhancements on both the low and high ends made it in before the freeze. Post processing water combined with lighted terrain sets the scene for our most impressive display of GLSL graphics yet. Meanwhile, an initial implementation for OpenGL 1 is now available for testing on legacy hardware.
ARM announced the Mali™ User Interface (UI) Engine, including the Lotion UI example source code, is now available via the Mali Developer Centre free of charge. The UI engine can be used to develop 3D applications, providing an OS-independent set of facilities for handling I/O devices, loading & management of graphics assets including textures and OpenGL ES 2.0 shaders. Also included is a library of classes and functions to help develop 3D User Interfaces.
According to Bright Side of News, AMD is dedicated to support open physics standards, with Pixelux and Bullet taking the prime spots. Bullet Physics Library is an open source physics library that is now getting translated into OpenCL, thanks to the effort of companies such as AMD.
Pixelux will work with AMD to develop an OpenCL accelerated Digital Molecular Matter engine. Pixelux are the folks who developed the Digital Molecular Matter engine used by Lucas Film for some of their effects. Recently, Pixelux released an end user plug-in version of the Digital Molecular Matter for Maya.
SIO2 Interactive has released version 1.4 of its Open Source Game Engine. With an impressive list of new features the core has gone though a major optimization and now perform up to 40% faster! The SIO2_SDK comes with a set of 20 tutorials, video tutorials, documentation and online support.