GameDev Tools weekly - Issue 2 — February 21, 2021
GameDev Tools weekly made by Alexander Pirogov and Victor Stepanov.
We are looking for GDC Tools Summit talks
- Announcement
If you have been working on a GameDev Tools technology why not share your findings with GameDev Tools community at the GDC Tools Summit?
We are looking for great talks about Tools Tech and Tools Design/UX
Send your talk ideas to Geoff Evans And David Lightbown
Unreal Engine 4: What does the Asset Manager do?
- UE
- Engine
Guess who has added timestamps this time!? >_<
👀 If you missed the livestream, the video is now live on Youtube: https://t.co/YaPmgSbhTM
— Unreal Engine (@UnrealEngine) February 17, 2021
An overview of CRYENGINE’s Sandbox Editor
- CRYENGINE
- Engine
- Editor
Check out this great overview of The Sandbox Editor with Brian Dilg.
Using the MetaHuman Facial Rig in Unreal Engine
- UE
- Engine
Apart from insane computer graphics achievements and improvements to the pipeline of adding human characters to the game, it’s really interesting to see custom rig components used in Unreal Editor. Gives an inspiration for custom UI controls.
The simplest file format supported by image viewers
- Pipeline
When you need to debug your pipeline and have a visual representation
If you want to quickly write out an image to disk to view it in an image editor, you can't get much simpler than using the PPM file format. Here's how you can do it in a variety of languages: https://t.co/eJxsxG9HlM
— Kostas Anagnostou (@KostasAAA) February 15, 2021
View your build performance right in Visual Studio
- Build
- MSVS
Finally, CompileScore has a 'build & profile' button inside @VisualStudio. It displays the C++ build time data inside the editor with text highlights, reports and flamecharts. Thanks to @KevinCadieuxMS and @aras_p for your help and previous work. https://t.co/XP2Jzt3veM pic.twitter.com/mJ4ZMHPweA
— Ramon Viladomat (@Viladoman) February 16, 2021
Improving C++ build times
- Build
- GCC
- Clang
- MSVC
And now that you have discovered that your build performance is not so great - post about build time optimizations. Even though all the examples are for embedded development and with MAKE, this knowledge is easily transferable to games and other build systems (at least to CMAKE).
There’s a remark:
NOTE: This is a GCC/Clang-only feature.
You most definitely can make it with MSVC as well.
Interesting read:
— Bartlomiej Filipek (@fenbf) February 16, 2021
Improving Compilation Time of C/C++ Projects https://t.co/I9Vhba11DJ#programming #cpp
Mouse Picking // Game Engine series
- Engine
- Editor
- User Tools
Yan Chernikov shares how he implemented mouse picking in the game editor of his Hazel engine.
Module teams for core Blender development
- Open Source
Checkout how the Blender Dev team is organizing their development process with the growing popularity of the project.
New blog post: Module teams are the core of Blender development. A vision piece for how to remain a strong and high quality open source project. https://t.co/ZTh7349q3Z #b3d
— Blender Developers (@BlenderDev) February 16, 2021
Makefile support in Visual Studio Code
- Build
- CM
NOW ANNOUNCING: Makefile support in Visual Studio Code! Check out our brand-new Makefile Tools extension to configure, build, and debug C++ projects with Makefiles in VS Code! It's finally here!🎉🎈 https://t.co/QxTgjZqUV3
— Julia Reid (@Jureid22) February 17, 2021
How World Of Tanks Console is built
- Build
- CI
In case you haven't watch it yet. Check out our video interview on:
— JetBrains TeamCity (@teamcity) February 15, 2021
"How World Of Tanks Console is built". 👇https://t.co/sTRCMBX43E
It's awesome to learn what's involved in turning source code into real, moving tanks!@WoTConsole
How EVE Online is built
- Build
- CI
If you ever wanted to know what goes into developing and building a massive MMO like EVE Online, with a record peak of 63,303 concurrent players🤯, check out our new interview.
— JetBrains TeamCity (@teamcity) February 12, 2021
"How EVE Online is built" 👇https://t.co/b7P3hCfUK4
Thank you Nicholas & @EveOnline!#tweetfleet
Incident management for 10+ cross-functional teams
- Devops
- Build
- IT
When you have a big team it is important to stay on top of infrastructure issues. When your infrastructure goes down, how fast can you tell what actually happened? How quick is your response time?
Even though it's dry February, my virtual pen hasn't dried out and I've put together a post about our incident management, error handling and how the whole workflow operates for 10+ cross-functional teams. https://t.co/7lDQPdI6Wp @youtrack @getsentry @zapier @pagerduty
— Honza Široký (@sir_honza) February 12, 2021
TileMap editor rework in Godot
- Godot
- Engine
- Editor
- User Tools
New tiles editor progress report #2! 🥳
— Gilles Roudière (@gr0ud) February 5, 2021
I added downloadable early build for you to test the editor, but read the warning in the article first, it might break your projects! https://t.co/7ejQ8b734Y
The Toolsmiths updates:
- Toolsmiths @ GDC 2021
- GDC Tools Summit
- We are waiting for your submissions for the GDC 2021 Tools Summit! Send your talk proposals to Geoff Evans and David Lightbown
- GDC Tools Roundtables:
- Join us this summer at the virtual Tools Roundtables!
- GDC Tools Summit
- We are continuing our 3rd season of the Vault Club in our Discord Server.
Did You Know??
-
There is a organization working on open source motion picture pipeline tools: Academy Software Foundation (ASWF). Checkout their Slack.
-
There is a curated list of GDC talks about Tools Tech in Games: The Toolsmiths GDC Codex
Notable Releases and Updates
NVIDIA Announces Nsight Systems 2021.1
NVIDIA #Nsight Systems 2021.1 is now available for download - including support and perf improvements for the latest top ray tracing game tiles on #DirectX and #Vulkan, support for the stats command on #Windows CLI, and more. https://t.co/wBpjjylDBL
— Jigar Halani (@JigarHalani3) February 14, 2021
Rider gets XAML preview
Just blogged: XAML Preview tool window improvements
— JetBrains Rider (@JetBrainsRider) February 17, 2021
💪 Reworked UI/UX
🔦 Highlight XAML elements when selected in editor
🗂️ Interactive tabs
🛠️ Design-time property support
Read all about it! #dotnethttps://t.co/5dyQYSmf9W
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