Tag Archives: open source

Descent Underground developers releases custom plugins open source

descent underground developer release unreal engine 4 plugins as open source

#DescendentStudios, makers of Descent Underground, #announced the open-source release of several #UnrealEngine4 plugins they developed for the game. The studio rolled out their GitHub repository on the heels of last week’s announcement that Descent Underground won an Open-Source Virtual Reality (OSVR) Fund grant from Razer. Descent Underground was the first high-end action title to natively support all of the major desktop VR headsets: OSVR, HTC Vive, and Oculus Rift.

“We use open-source tools and libraries in the development of Descent Underground,“ said Descendent Studios’ CTO, Jason “Stormwind” Spangler. “We wanted to give something back to the development community by making some of the code we’ve created available.”

Among the new open-source offerings for Unreal Engine 4 is “Blinken,” which adds support for color-changing peripherals like Razer’s Chroma line, AlienFX, Logitech G in both Blueprint and C++. Other plugins facilitate XMPP chat support, more robust configuration menus, and ping time displays. The repository also features contributions, additions, and fixes to a number of other open-source projects, such as the OSVR-Unreal plugin, nodervisor, discord-xmpp, and more. Descendent’s GitHub repository is available for all.

The Early Access version of Descent: Underground is available at DescentUnderground.com, Steam, and other online resellers. The game already features a number of multiplayer competitive and cooperative game modes, among them a horde-style “Survival” mode, and a tongue-in-cheek capture-the-flag mode called “Miner Mayhem”. Single-player “Survival” and “Vs. Bots” modes allow offline play in advance of the upcoming storyline campaign.

Descent Underground is also bundled with the OSVR HDK2 VR headset now through Sept. 19, while stocks last.

About Descent Underground

The officially-licensed prequel to the enormously successful Descent series of games, Descent: Underground combines first-person shooter action with six-degrees-of-freedom vehicular movement. Players take on the role of celebrity pilots commanding combat spacecraft in high-stakes battles for control of warren-like asteroid mines. Descent: Underground was one of 2015’s most successful Kickstarter projects and is scheduled for release later this year on PC, Mac, and Linux. More information is available on the company’s website at DescentUnderground.com.

GPUOpen site launches with a very mixed response from the community

amd-gpuopen-website-launches-with-linux-users-doubting

AMD has gone out of their way to embrace #opensource in a new way. The GPUOpen site launched this week, geared toward helping #developers provide the best #experiences for users on Linux, Mac, Windows PC and consoles. GPUOpen has been setup to assist developers in getting the most out of the GPU using open source resources and tools.

Nicolas Thibieroz reports for the GPUOpen site:

GPUOpen is composed of two areas: Games & CGI for game graphics and content creation (which is the area I am involved with), and Professional Compute for high-performance GPU computing in professional applications.

GPUOpen is based on three principles:

The first is to provide code and documentation allowing PC developers to exert more control on the GPU. Current and upcoming GCN architectures (such as Polaris) include many features not exposed today in PC graphics APIs, and GPUOpen aims to empower developers with ways to leverage some of those features. In addition to generating quality or performance advantages such access will also enable easier porting from current-generation consoles (XBox One™ and PlayStation 4) to the PC platform.

The second is a commitment to open source software. The game and graphics development community is an active hub of enthusiastic individuals who believe in the value of sharing knowledge. Full and flexible access to the source of tools, libraries and effects is a key pillar of the GPUOpen philosophy. Only through open source access are developers able to modify, optimize, fix, port and learn from software. The goal? Encouraging innovation and the development of amazing graphics techniques and optimizations in PC games.

The third is a collaborative engagement with the developer community. GPUOpen software is hosted on public source code repositories such as GitHub as a way to enable sharing and collaboration. Engineers from different functions will also regularly write blog posts about various GPU-related topics, game technologies or industry news.

More at GPUOpen

The AMD’s GPUOpen initiative has caught the attention of quite a few people, but Linux gamers have taken to Reddit to express their views. Some redditors remain very sceptical and have questioned AMD’s efforts, wondering if it will actually amount to anything significant….

”linux-game-gaming-gamer-news”

Unvanquished FPS releases Alpha 47 build

unvanquished alpha47 released for linux mac windows pc

The #free open-source FPS Unvanquished Alpha 47 now comes with Breakpad support, so the game engine provides users with a simpler and friendlier crash reporting system, but only available for #Linux, Windows and NaCl. This new #release ships with a medistation model that also includes a new effect.

“Happy new year! It’s our first release for 2016, and we have some nice new content for you.
On the engine side of things we’ve added in Breakpad support, which is a built-in crash reporting system. It is currently available for Windows, Linux, and NaCl, with Mac support to come in the near future. This will simplify bug reporting for users while providing us with more useful information to debug things, something that will be good to have as we approach beta and polish out the user experience. Speaking of bugs, we’ve squashed a couple of them, including logging/console spam, a clustering code crash, cheat cvars not being reset to their default values, an empty map crash, the repeater being on its side, and some more things you can read through in the commit log,” reads the announcement.

Unvanquished Alpha 47 also adds multiple improvements as stated in the announcedment:

There’s another new model in this release, the medistation, which replaces the placeholder we were using. It fits in better with our other human buildings, and has a new effect associated with it. Let us know what you think! While on the topic of humans, we’ve added in a number of movement changes for human players:

  • Slide. While moving quickly, jump and crouch as you hit the ground. This will slide you forward a good distance at a high speed. Use it to throw off an attacking alien, quickly slide into a vent, or cover a stretch of ground while strafe-jumping.

  • Wall-run. To trigger this, move along a wall and jump against it while running. It’s similar to how you would wall-jump as a marauder, but does not provide you with nearly as much extra distance. Use it to scale gaps, or get up on top of crates you can’t jump onto.

  • Side-dodge. Making a return from GPP, dodging to the sides can now be performed. Obviously, you can’t dodge backwards, which was one of the most annoying parts of the GPP implementation. Double-tap left or right to leap to that side. Use it to evade alien attacks.

Download Unvanquished Alpha 47 for Linux, Mac OS X and Microsoft Windows PC directly from the official website. The game is still in the Alpha stages of development, which means this is not a finished product.

”linux-game-gaming-gamer-news”

AMD Embraces Open Source with GPUOpen initiative

gpuopen_portal_and_amd_opensource_gpu_driver

AMD has #announced their GPUOpen initiative #today. Moving further towards open-source in both #gaming and with computing. An expansion of their industry focus with all the tools necessary to successfully support individual needs, excluding the need for a static black-box solution that could end up inefficient.

GPUOpen, explicitly involves gaming and is a complete, easily accessible repository for all the effects, their SDK’s, associated libraries and other tools. The entire source code is accessible and able to be modified, called the GPUOpen Portal.

AMD is using MIT’s open source license where everything can be used without restriction. Meaning that assets can be improved upon and sold for profit, should you so choose to do so. A rather open and bold move on AMD’s part.

Linux support from AMD has certainly not been the most successful, with drivers in rather poor shape. Even Steam Machines show that their drivers are not on par with their Windows counterparts, with lower performance. As Linux increases the adoption rate among the curious and those that need such a platform for their business ventures.
GPUOpen introduces a change in attitude and direction with Linux driver development. Currently there is an open-source Radeon Driver and a closed-source Catalyst driver, with the Catalyst based driver having the best overall performance for any application to make use of the architecture, over and above than displaying the desktop. Both options were actually quite bad for gaming performance and even trying to get some HPC applications to run requires an exercise in patience. Quite honestly, this should not be.

Read the full GPUOpen coverage at wccftech.

”linux-game-gaming-gamer-news”

CodeWeavers will support DirectX 11 in the coming months for Windows PC games

crossover_will_let_you_run_windows_applications_on_linux_with_directx-11

#JamesRamey the President of CodeWeavers released a #statement this week that DirectX 11 will be supported by the end of this year. This new level of compatibility will make gaming easier for those dedicated to running Linux on their machine. So having this further compatibility and #officialsupport on Linux will bring a new level of gaming to the platform.

WINE as we already know, supports DirectX 9 quite nicely, but there are still many the new games that do not have native support. And being that WINE is the open-source compatibility layer (API), allowing Windows applications to run on Linux and Mac OS X, which is still a necessity. So we are pleased to see that CodeWeavers offer CrossOver, expanding their support for the paid product built on top of the open-source WINE code .

codeweaver_will_support_directx11_by_the_end_of_2015_battleborn

DirectX 11 support is expected to make it into CrossOver before it even hits the open-source WINE project. But this code is open-source and will be submitted to the WINE project, so CodeWeavers do support the development of WINE itself.

During E3 2015, James Ramey the President of CodeWeavers posted an update on the CodeWeavers blog:

“E3. Team based games? Check. Games where you can be Darth Vader, a mythical god, an elite sniper, world class soccer player, or even vicious dwarf? Check again. From what I’ve seen so far, the ‘must have’ games for 2015 are going to Star Wars Battlefront, a 40 vs. 40 mass assault where you’re battling as either the Rebels or the Empireon the ground and in the air on worlds like Hoth and Endor; Smite, a seven vs. seven arena based combat where you can be an actual mythical god battling other mythical gods; Rainbow Six Siege, a five on five strategic assault where you are either a member of an elite military unit or part of a faction that is a threat to freedom; and the impressive list of games from both established and indie game studios goes on. The games all appear incredible and the action is non-stop. You attack. You die. You restart.”

codeweaver_will_support_directx11_by_the_end_of_2015_free-to-play_halo

To top things off, Ramey goes on to explain Codeweavers further support:

“Most of these games are PC only. However, you might still be able to play these titles on your Mac or Linux computer when they are released later this year using CrossOver. In the coming months, CodeWeavers will have support for DirectX 11; better controller support; and further improvements to overall GPU performance. While these incremental improvements for game support may seem small (at first), the cumulative improvements for game support will allow for many of these games to ‘just run’ when released.”

Despite Linux gamers being largely against any sort of Windows compatibility layer, Codeweavers are still working to advance with the changing landscape of gaming. And hopefully this will change yet again with the coming release of Vulkan, the successor to OpenGL.

”linux-game-gaming-gamer-news”

Project Ascension launcher arises out of Paid Mod controversy on Steam

project_ascension_open_source_game_launcher

A few gaming fans have taken to Reddit, both developers and PC gamers launched Project Ascension, a new #opensource #gaming #client. The concept behind the launcher is for games bought and downloaded anywhere, Steam, Origin, even games downloaded direct from indie developer websites or DVD’s.

We all know Steam is a popular online gaming platform enabling its users to install and update their games across multiple computers. Not to mention a friends list, social networking, in-game chat/voice, the ability to modify items or features in a game (known as “mods”) and share them. And Steam has 125 million active users and over 4,500 games available for purchase, with over 1000 of those games for Linux. A service that completely altered the state of PC gaming, using your account to register retail or digital purchases, allowing users to download and re-download those paid purchases as they choose. Holds a staggering 75% of all the games being bought and downloaded online. That’s huge.

On the downside, Steam has digital rights management (DRM), where the software is set to protect against game piracy by allowing users to only install games through the client. Handy for AAA and indie developers to sell their works through Steam or even it’s rival Origin, keeping content protected.

Now the decisicion to create an open source game launcher rose out of the recent controversy of Steam’s paid mod initiative. Where Valve announced it would allow paid mods priced by their creators, so users could download a specific items or features for a game by having to pay roughly $0.30 to $7 (and upwards for others).
Meaning those users who downloaded mods could end up paying out quite a lot of money. So the community took to complaining on Reddit, with some concerns about mod integrity and being subject to licenseing and/or DRM restrictions. Then Valve removed the paid mod market on April 27.

Reddit user ComradePutinCCCP1917 decided to do something about it, announcing his open source game launcher that works on every PC operating system, “As a C++ / C# developer, an idea came to my mind: What if we create our own platform?”

This new plan allows users to buy games from their online stores, activate the games, then use the Project Ascension game launcher to play them. This would allow mod makers to develop content for any game and use a client that’s free to download launch their favourite titles.

ComradePutinCCCP1917 posted: “I know there are a lot of other platforms, launchers, and widgets to “sort out” our games in libraries, but Steam was the s**t.

Within the last 48 hours alone, Project Ascension sub-Reddit was created, developers are discussing code, and graphic designers are working on user interface designs.  The sub-Reddit is certainly getting attention, but gamers are used to buying games through Steam or Origin. Having a comprehensive backup system for all platforms would be a solid asset.

So there are many sides to the various aspects of using an open source client. However as Linux gamers, we are used to the many facets of open source and the code being under scrutiny. Protecting against root kits and other malicious content getting into the code base. Now with Project Ascension coming into view, thoughts are varied. Seeing a whole new perspective for singleplayer games with mods, but deterring gaming for multiplayer games which can prove destructive.

What are your thoughts about Project Ascension? Do you feel this will be an asset or the demise for gaming, and why?

”linux-game-gaming-gamer-news”

Microsoft in favour of making Windows open source

microsoft_would_consider_making_windows_open_source

When choosing #platforms for computers, many people end up using Windows. Some say this is due to the the majority of #software has been created for the platform, others argue the significant use of the desktop and somewhat similar for the enterprise. Making it more of a challenge for users to make the switch to a different platform, such as #Linux, even if they wanted too.

As it stands OEM’s have to pay Microsoft a licensing fee if they want to install the operating system on their computers, but one day Microsoft might consider making Windows open source, similar to Linux. According to Mark Russinovich, one of Microsoft’s top engineers answered yes to the idea.

“Every conversation you can imagine about what should we do with our software—open versus not-open versus services—has happened,” Russinovich added.

Russinovich was also quoted saying, “It’s definitely possible. It’s a new Microsoft.” However we should note that this might not necessarily happen anytime soon, but Microsoft has lost momentum with Windows 8 and Windows 10 is looking to impose further restrictions.
With the fact the company might not be so opposed to the idea. We would not be surprised if some of you might wonder why Microsoft would consider an open source Windows? Or not.

The fact that free or open source means more users will want to use it, developers will obviosly shape it into their own creation, which would attract a larger audience. Revenue is still possible as larger corporations need vendor packages, distribution, and update the platform similar to how Linux works at the moment. Magical.

When Russinovich spoke on Microsoft’s .NET being open sourced, “It’s an enabling technology that can get people started on other Microsoft solutions. It lifts them up and makes them available for our other offerings, where otherwise they might not be. If they’re using Linux technologies that we can’t play with, they can’t be a customer of ours.”

Maybe open sourced Windows would be able to interact with Linux in a more proficient manner, while developers take on desegregation to seemlessly operate a more diverse range of software. Gaming compatibility would mean being able to play PC titles on a more proficient operating system. Open source development would certainly fuel more stable gameplay with Linux at it’s core and a Windows integration.

So what do think? Open source Windows – yes or no?

”linux-game-gaming-gamer-news”

Razer’s OSVR a new Virtual Reality Gaming Headset for Linux, Android, and Windows PC

A group of industry leaders, alongside with #Razer™, a leader in connected devices and software for gamers, and Sensics™, a leader in high-performance VR, today #announced the Open-Source #VirtualReality (OSVR) ecosystem, a new standard in VR gaming to push that very experience forward. Razer will support the venture with the OSVR Hacker Dev Kit, a virtual reality device and open-source software that enables programming for any variety of VR technology.

OSVR provides both hardware and software support at every level of virtual reality gaming. Starting with some of the most popular game engines, including Unity and Unreal Engine 4, OSVR also works with device plugins from hardware market leaders like Bosch and Razer and the latest from Sixense and LeapMotion. Moreover, OSVR is designed to support all VR devices, including the Oculus DK 2 and Vrvana’s Totem headset.

Engineering teams from all over the world developed a standardized interface for virtual reality gaming. The open platform will allow third parties to design and build their own apps and hardware across any operating systems, including Windows, Android and Linux.

“Gaming is moving towards the virtual reality platform and this poses huge benefits and challenges to gamers at every level,” says Min-Liang Tan, Razer co-founder and CEO. “OSVR brings game developers, gamers and hardware manufacturers together to solve those challenges and make virtual reality gaming a reality for the masses.”

Says Sensics CEO Yuval Boger: “OSVR’s open-platform approach accelerates innovation and provides consumers the freedom of choosing the best combination of hardware and software components. We are excited to partner with Razer and other industry leaders to build OSVR together.”

In line with the OSVR vision, the OSVR Hacker Dev Kit hardware design is both affordable and open source to encourage developers to take advantage of the program. To make software development even easier, the OSVR HDK includes high-quality, low-distortion optics that practically eliminate the need for color and distortion correction, thus minimizing the amount of additional development work required for OSVR compared to other VR devices. Anyone can download 3D files and create their own set of VR-Glasses. For more information on how that works, visit the official OSVR website.

“The OGA is committed to an open ecosystem for the gaming industry, and is pleased to support the efforts of the OSVR,” said Drew Johnston, president of the Open Gaming Alliance. “A free, open source VR development solution supporting multiple headset manufacturers, diverse game engines, and multiple platforms is exactly what game developers and publishers need to accelerate VR gaming adoption.”

OSVR Product features:

HMD Module

·        Sensor hub with integrated accelerometer, Gyroscope and compass

·        External USB 3.0 connection for additional accessories

·        Additional 2x USB 3.0 connections for internal expansion

·        Powerful FPGA to enable maximum hacking customization

Display

·        5.5 in. FHD Display with flat cables and display board interface for interchangeable panels

·        1080 x 1920 FHD resolution with 60 fps and 401 ppi

·        Additional Display board allows for interchangeable displays

Optics Module

·        Near-Eye-display system with Dual-element aspheric optics for excellent image quality and low distortion throughout the image

·        Panoramic Field Of View 100° diagonal (90°H x 90°V)

·        Independent adjustment for inter Pupillary Distance (IPD) and Diopter for use without glasses and maximum comfort

HMD Mechanical Module

·        Removable face mask

·        Bamboo charcoal microfiber foam layer for additional comfort

Belt Box Module

·        Additional USB 3.0 connectivity

·        Surround Sound Audio codec integrated

·        Easier cable management and ergonomics

·        Signal boosters

For more information visit the OSR Hacker Dev Kit site,

Preview demos of OSVR and the Hacker Dev Kit will be shown at CES at the following locations:

–          Razer, South Hall 3 at Booth #31132

–          Hillcrest, Renaissance Hotel in Suite #1130

Nod Labs is demonstrating natural 3D interaction in OSVR with the Nod gesture control ring and Skeletal tracking. Schedule your visit to meet the Nod team.

Leap Motion is also showcasing the future of truly immersive virtual reality experiences with OSVR and the original input device – your bare hands.

About OSVR:

OSVR™ is an ecosystem designed from the ground up to set an open standard for Virtual Reality input devices, games and output with the sole goal of providing the best possible game experience in the Virtual Reality space. Supported by Industry Leaders and focused on gaming, the OSVR framework rallies gamers worldwide together to push the boundaries of VR-Gaming.

Current supporters of OSVR:

In addition to the aforementioned VR-Glasses, OSVR provides a plugin to work with the Oculus DK2.

For the purpose of game development, the following game engine plugins are available:

–          Unity 3D Engine – Now

–          Unreal Engine 4 – Jan 2015

–          HeroEngine – TBA

–          More to come

OSVR SDK Availability:

Price: No charge

Limited Developer Access – Now

Public Release – Q2 2015

About OSVR Hacker Development Kit

Price: from $199.99

Availability: June 2015

razer_osvr_developer_kit_available_spring_2015
(Click to enlarge image)

Like OSVR on Facebook.

Follow OSVR on Twitter.

About Razer

Razer™ is a world leader in connected devices and software for gamers.

Razer is transforming the way people play games, engage with other gamers and identify with the gamer lifestyle. Having won the coveted “Best of CES” award consecutively for four years, the company’s leadership in product innovation continues to create new categories for the gaming community that is estimated to have over 1 billion gamers worldwide.

Razer’s award-winning design and technology include an array of user interface and systems devices, voice-over IP for gamers and a cloud platform for customizing and enhancing gaming devices.

Founded in 2005, Razer is backed by IDG-Accel and Heliconia Capital Management (Heliconia), a wholly owned subsidiary of Singapore investment company Temasek.

About Sensics

Founded in 2003, Sensics™ is a leader in professional-grade virtual reality goggles and other near-eye devices. Sensics products and technologies are deployed worldwide for a wide spectrum of training, medical, consumer and research applications.

Through building cutting-edge VR products for over a decade, Sensics has amassed expertise in everything VR: electro-optics, ergonomics, sensors, software and mechanical design. This expertise is found at the core of both the Sensics brand as well as selected partnerships.

The early ID Software game engines now open sourced

The source code for id Software’s first games, produced for disks-by-mail company #Softdisk, has been released under an open-source licence for the first time.

Gaming giant id Software has extended its practice of releasing previous-generation game engines under open source licences, going right back to the founding of the company and the titles it released under the Softdisk label.

Now owned by Bethesda, many of the co-founders and early employees of id Software – including John Romero, John Carmack, Kevin Cloud, Jay Wilbur, Tom Hall and Adrian Carmack – got their start working for a disks-by-mail organisation called Softdisk. Their biggest success was a 3D ray-casting game engine created by John Carmack and used to create a range of games that would presage id Software’s hit Wolfenstein 3D.

In recent years, id Software has got into the habit of releasing the source code to its game engines under the GNU Public Licence – allowing coders to take the engine and make their own games, or port existing games to new platforms, without having to pay royalties or suffer restrictions on the code’s use. Its very early games, however, were created while under Softdisk’s direct employ – meaning id Software has been previously unable to distribute the source code.

Thanks to [current copyright holder] Flat Rock Software,‘ John Carmack wrote in a Twitter post late last week, ‘the early code I wrote for Softdisk is going GPL.‘ The code itself is available on the company’s official GitHub repository, with the sources of the Catacomb series – Catacomb, Catacomb II, Catacomb Abyss, Catacomb Armageddon, Catacomb 3D – and Hovertank 3D – currently available.

As with id Software’s direct engine release, the source code does not come with the still-copyright game assets such as graphics and audio; in other words, you can’t just clone the repository, compile and have ready-to-play versions of the games at your fingertips. The code does, however, provide an insight into the early careers of some of gaming’s biggest names – and the potential for some clever hacks and mods to come.

Reblogged from: bit-tech.net

linux-gaming-news-games-gamer

Epic's Tim Sweeney Talks Linux, Steam Machines, and Microsoft

In a recent interview, Epic Games‘ Tim Sweeney showed some concern about Microsoft’s future in regards to app development. Microsoft wants developers to focus on #Windows8, but when taking that route, games can only ship with Microsoft’s permission and Microsoft’s approval through Microsoft’s store. That seemingly goes against the open nature of the #PCplatform.

“Steam has been a great democratizing factor on PC and if Microsoft forecloses on PC then all developers will shift to other alternatives, like Steambox and Android,” he said.

Sweeney added that Epic is hopeful that the recent management changes will lead to a more open approach to developing on the Windows platform. If Microsoft doesn’t give in, there’s always Steam OS and Linux.

“I sense kind of a renaissance at MS in the last six months,” Sweeney said. “Talking to the DirectX team for example, they’re making some brilliant decisions on DirectX 12 to make it more efficient and more open than ever before. You just generally sense a momentum to be more open with the community and more broad with their Windows strategy. I’m hoping that takes root.”

Earlier in the interview, he said that Valve’s Steam Machines will likely be the most open high-end gaming platform ever created. Epic Games is really enthusiastic about this new tier; they’re glad to see some consumer choices in that portion of the PC gaming market. He also said the new Steam OS platform is a welcome Windows competitor.

“You can see that we’re doing some HTML5 deployment stuff so you can run our game in a web browser without any plug-ins,” Sweeney said. “You can see that we’re working on Linux and Steambox and have some support up and running for Valve’s Steamworks. It’s not an advertised feature yet, not completely ready for prime time but it’s there.”

Just weeks ago, Epic Games introduced a subscription plan for Unreal Engine 4 ($19 a month). He told Polygon that this subscription plan is a reflection of the new game development world, and that Epic Games wants more game creators to have access to the engine and its tools. Now indie developers have the same advantage that Epic and AAA developers had in the past.

“We’ve been debating opening up the engine source for about 10 years now,” he said. “We always just had some fear of what it would do to our business or whether it would leak out or attract patent trolls. But this time around with the rise of indies the benefits to the world of releasing the code far outweighed the negatives.”

To read the full interview, head here.

From Linux Game News:

When we read news like this it’s interesting to see how companies like Epic Games really are taking strides for Linux and open source. The Microsoft permission and approval process is no surprise, too much to late. Something that could have been implemented over 10 years ago, when the industry was looking for more control from Microsoft.
There is a new precipice in the gaming community and it’s obvious, both gamers and developers are looking at getting far more value for their investment. And Windows 8 did not hit the market with great reverence, but caution, proprietary restrictions, and anything BUT a platform to broaden PC gaming.
This new found freedom from Epic and Valve, will bring a whole new aspect to the world of gaming: a stable platform with far more functionality out of one operating system.
So Linux Game News is eager to keep a close eye on Epic Games and the views of Tim Sweeney. This new found platform support will put indie and AAA developers at an more eye to eye level, vying for awareness and market share. Making Linux a catalyst in the ever-growing gaming industry and blasing a new trail for years to come. 

What do you hope for and expect from Epic Games? How do you think the industry will be affected?

”linux-game-gaming-gamer-news” title=

Free to Play – Evolution RTS available on Steam for Linux and Windows PC

 

The Evolution RTS free open source game is now available on Steam for linux due to the large number of votes it received by the community on Steam Greenlight.

This #strategy playing #game has been in #development for over 5 years and it continuously receives updates that make it better and offer a great game experience to the player.

“The gameplay is designed around the use of unit groups, and the mixture of your unit group often will determine how successful you are in battle, as opposed to churning out hundreds of the same unit continually.”, reads the article on the game’s blog.

But Evolution RTS is not a simcity game, the simple economy and teching system allow you to focus more on crushing your enemy than taking care of your building strategies. It also offers many amazing features such as realistic physics, epic and macro scales,fine tuning controls for builders, simple economy, intelligent unit targeting AI, mini-map orders, completely customizable gui and many others that you will discover and enjoy by yourself while playing the game.

A game with realistic physic effects, it is always nice to see and play games which use a realistic physics system which allow for unprecedented control and gameplay.

What makes this game special is its design that makes it fit to all kinds of players and gamers with all different skill levels.

The game is available for free and it will always be free, but are you guys curious to know how much does the project for the Evolution RTS game cost?

It costs $3.11 million according to Ohloh which is a service does some fairly deep analysis to the codebase and the committers who contribute to it. The results of the Ohloh service are not always super accurate but three million dollars are nothing when compared with the high quality games such as Evolution RTS and besides that 223K lines of code can not be written in only one day.

I would like to donate to this project, but I can not afford it at the moment. If you guys like to play games and want to support the developers of this game feel free to do so by donating a couple of bucks to them via paypal.

Note: You are pressured in any way to donate,if you feel doing so than do it.

Linux and Windows system requirements to play Evolution RTS:

Minimum:

Processor: 1.6ghz
Memory: 2 GB RAM
Graphics: Nvidia GTX 450 or better (or ATI/AMD equivalent)
Hard Drive: 1 GB available space
Additional Notes: ATI/AMD Video cards have issues with OpenGL games. This is due to the fact that AMD can’t be bothered to write proper drivers. That said, post in the forums if you have an issue and it will be worked out.

Recommended:

Processor: 3ghz
Memory: 8 GB RAM
Hard Drive: 4 GB available space
Additional Notes: ATI/AMD Video cards have issues with OpenGL games. This is due to the fact that AMD can’t be bothered to write proper drivers. That said, post in the forums if you have an issue and it will be worked out.

Reblogged from: unixmen.com

”linux-game-gaming-gamer-news” title=

Authoring Tools Framework – Valve and Sony give Github some Game Development Love

One of the hardest things for console #developers is navigating the tools and environments required to make #games for a system.  It was also often an expensive investment getting your hands on a dev kit and its documentation.  Throughout gaming history consoles have ultimately become successful or failed based on how easy it was to use these tools and how widely available they were for a large number of third parties to build a massive library.  Sony has just made a bold move to strengthen their position at the top of this console war.

Sony has released some of the development tools (Authoring Tools Framework) they use to make first party titles online in full and beautiful open source.  Now anyone can have an easier time writing the tools needed to create necessary parts of a game engine, such as level editors and the like.  Think of it as being handed the first machine on the assembly line of game development for free with a well-documented manual on how it works and the ability to tool around with it openly.  This will be a massive boon to would be developers who can now take their first steps to putting a game on Sony’s platform at no cost on Github.

Valve got in the action as well.  They released a tool set (Authoring Tools Framework) that helps taking DirectX games and getting them to work in OpenGL so that they aren’t anchored to the Windows operating systems.  This will be a boon to developers who want to port their games to Steam OS in the near future.  This also appeared on Github and is completely open source, which is great because some would call this tool little more than a quick and dirty hack that needs some love and the open source community might be just the right group to do it.  This way Valve doesn’t have to spend their own resources improving this tool set and it allows it to be open and free for anyone to get their hands on if they need it.

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Valves' DirectX to OpenGL translation software open-sourced

Valves' DirectX to OpenGL translation software open-sourced for Linux and SteamOS

Valve has made Dota 2‘s Direct3D to OpenGL translation layer open source. This is the piece of code that allows Valve to take a standard DirectX Windows game that uses the #Source #engine (Dota 2, Team Fortress, Portal), and easily bring it over to Mac OS X or Linux/SteamOS. The code, with some tweaks, could also be made to work with other DirectX-based #game engines as well. By open-sourcing this code, Valve is clearly encouraging developers to release OS X — and more importantly, SteamOS — ports of their Windows games.

The code, aptly named ToGL, was uploaded to GitHub by Valve developer Pierre-Loup A. Griffais — a fantastic name that he sadly abbreviates to Plagman. ToGL is taken straight from the Dota 2 source tree and supports a subset of Direct3D 9.0c, bytecode-level HLSL to GLSL (shader) translation, and some Shader Model 3 (SM3) support. The code is provided as-is and completely unsupported; Valve says you’re free to use it however you wish, and you can submit modifications to the GitHub repository if you like.

If you’ve ever heard of Wine or Cedega — emulation software for running DirectX games on Linux — then ToGL is similar, but different. Basically, almost every Windows game has a graphics engine — and that engine uses specific APIs (functions) provided by Direct3D. Direct3D, which interfaces between the game and the GPU, is only available on Microsoft platforms (Windows, Xbox). ToGL intercepts the calls to Direct3D, replacing them with the OpenGL equivalent. There’s a performance hit, of course, but it’s small. (I’ve played Dota 2 and Left 4 Dead 2 on OS X, and it runs just fine.)

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Now, considering this only supports Direct3D 9.0c, ToGL isn’t going to suddenly allow newer Direct3D 11 games to be brought over to Linux/OS X (unless they have DX9 legacy support, of course). What it will do, though, is allow big studios to re-release older titles on OS X and Linux/SteamOS — and if there are any indie developers out there who develop games in DirectX, they obviously stand to gain as well. Let’s not forget that Valve rather famously said back in 2012 that OpenGL is faster than DirectX, even on Windows, too.

At the very least, Valve is probably hoping that the release of ToGL will increase the number of games available for its nascent SteamOS. Of course, if it also kick-starts an open-source effort to create a translation layer for D3D 11 and 12, that would be a very good thing as well. It will also be very interesting to see which graphics APIs Valve supports with its upcoming Source 2 engine, which will probably be released alongside Half-Life 3.

From Linux Game News:

Incidentally, a fun fact: Titanfall, which is released today, uses the Source engine — and it’s the first game to use the Xbox One version of the Source engine.
However, there does not seem to be a Linux build planned, as we also confirmed in a recent email. It would seem Respawn have partnered up with Microsoft to inspire more sales for Xbox One and Window 8. No further platforms are supported.  (Click the Titanfall link above and check out the wiki page.)

Reblogged from: extremetech.com

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FlightGear Simulator Released Version 3.0

Version 3.0 of FlightGear, the #free and open source flight simulator that can be regarded as a #game or as a research tool, has been released.

Founded in 1997, FlightGear is developed by a worldwide group of volunteers and  is used all over the world by desktop flight simulator enthusiasts, for research in universities and for interactive exhibits in museums. It features more than 400 aircraft, a worldwide scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Being open-source, the simulator is owned by the community and everyone is encouraged to contribute.

Highlights in this release include integration of the FGCom voice communications client within the simulator, improved terrain rendering, faster scenery loading, and improved usability.

The enhancements seem to have been well received to judge by this comment made on the blog post announcing the release:

I am amazed by the new performance! The way the sunlight plays with fuselage of the airplanes is beautyfull. Visibility is another chapter; I have to get used to more fog and haze, but probably this is what the pilot actually sees when he is looking out of the window, so this is as close to reality as you can get! 

This release coincides with the release of FlightGear World Scenery 2.0 which has improved scenery data for the entirety of the planet and incorporates OpenStreetMap roads and detailed terrain information from a variety of sources.

While FlightGear can be downloaded for free from many locations including the FlightGear website it can also be bought on a CD which makes installation faster and easier for new users.