GameDev Tools Weekly - Issue 10 — April 19th, 2021
List of 600+ tools for game dev and digital creation
✨✨ it's done!! i've spent the last several months tagging 600+ open source, experimental and tiny tools towards joyful digital creation - and built a website for sorting through them:https://t.co/YR9vKhOeOL pic.twitter.com/ht0HcK0yAk— everest (@everestpipkin) April 13, 2021
Using city modelling algorithms for city modification
Can’t even imagine how many hours it’d take to change flyover route by hand in the city this dense.
Reference sheet for Jenkins pipelines
When you’re working in CI/CD once every few months and you need to quickly refresh your memory on Jenkins.
Need a quick reference sheet for Jenkins pipelines and continuous integration? Check out our handy cheat sheet for Jenkins job types, commands, plugins, and more. https://t.co/VFjl2cqzZU #Jenkins #pipeline #CICD #DevOps pic.twitter.com/3lVWv4tpBc— JFrog (@jfrog) April 16, 2021
MSVC Backend Updates in VS 2019
Debug build improvements are insane! It’s really nice that Microsoft is working on optimizing debug builds. It’s not so uncommon in gamedev industry to use Release builds only and wrap code in #pragma optimize(“”, off/on) for debug, simply because you can’t get 1 FPS using Debug build.
MSVC Backend Updates in Visual Studio 2019 version 16.10 Preview 2 | C++ Team Blog https://t.co/VsPwlOfph3— Bartlomiej Filipek (@fenbf) April 15, 2021
C++ tool fair
Deterministic unity builds with FastBuild
The cache input is based on the flattened preprocessed unity file. Since v1.00 the order of files fed into the Unity should be deterministic. If using an older version, it can depend on file system type, OS or locale. Perhaps that's a factor in your case?— Franta Fulin (@FrantaFulin) April 13, 2021
Source Asset Management is now in the free version of Promethean AI
- #Maya and #3dsMax support are now in beta and everyone can start trying them out and giving us feedback!— Promethean AI (@PrometheanAI) April 16, 2021
- After a lot of requests Source Asset Management mode is now included in the free version https://t.co/XYwb2Qofuk
(without cloud upload)
And a million more things! 3/4
Exploring possibilities with the 3D Manipulator Gizmo
Here is an update on my exploration on manipulators. I feel they turned out pretty neat. pic.twitter.com/rOgitqVv60— Max Liani (@maxliani) April 16, 2021
A good starting point with The Machinery
- The Machinery
Yes, the idea is to have a lightweight core with a framework for flexibility and extensibility. We provide a set of standard components that you can easily modify or extend with your own stuff. Or, you could just use #TheMachinery as a starting point for an in-house engine.— Niklas Gray (@niklasfrykholm) April 12, 2021
AI voice over good enough?
This is wild, and also a bonkers legal nightmare - here’s a fan made Witcher 3 mod which uses an AI, trained on voice actor Doug Cockle, to generate brand new voice lines for Geralt https://t.co/9IploqDIMN— Game Maker's Toolkit (@gamemakerstk) April 12, 2021
This is interesting: Obsidian already uses AI voice actors - but only as placeholders during development, before replacing them with real actors https://t.co/j4ucmdViv4— Game Maker's Toolkit (@gamemakerstk) April 12, 2021
Re-using someone elses voice without permission is definitely shady.— Anders Elfgren (@Srekel) April 12, 2021
But, it's only a matter of time - I think - before someone like Sonantic has a enough great voice acting data, with better 'AI', to generate VA with better quality than most non-main NPCs.
30K items in the treeview
Did a quick prototype of a retained mode TreeView on top of imgui. 30K items in the treeview, expansion and indent levels are tracked and maintained. Takes around 0.17ms to display in DEBUG. pic.twitter.com/yEqr6pLKU7— Bobby Anguelov (@Bobby_Anguelov) April 17, 2021
Everything Procedural ONLINE conference
- proc gen
Tickets for our ONLINE conference on April 30th can be purchased from: https://t.co/V5NixqUb1m#procgen #procedural #gamedev #generative #generativeart #ProceduralArt #creativecoding pic.twitter.com/S5HcV5xMqx— EverythingProcedural (@everythingproc) April 12, 2021
🔥 Hot Tools Jobs 🔥
Systems Engineer @ Telltale Games
I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.
Come work with me on systems on The Wolf Among Us 2 https://t.co/B0kHCulIHI Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.— Indy Ray (@ScatteredRay) April 5, 2021
Senior Programmer - Tools @ Media Molecule
Senior Tools Engineer @ Infinity Ward
If you want to apply send a DM to Victor Stepanov
Software Development Lead - AR/VR Experiences @ The Walt Disney Studios
The Toolsmiths updates:
- Toolsmiths @ GDC 2021
- GDC Tools Summit
- Join us this summer for:
- GDC 2021 Tools Summit!
- GDC Tools Roundtables
- Join us this summer for:
- GDC Tools Summit
Notable Releases and Updates
New 3.1.5 release of wxWidgets, free and open source library for creating portable native GUI applications, adding https://t.co/znTWtF9nmf— C++ LibHunt (@CppLibHunt) April 14, 2021
LLVM 12.0.0 has been released. Full details here https://t.co/IKqbYk39X2— llvm.org (@llvmorg) April 15, 2021
Lumberyard’s Photorealistic Renderer
Source: Indy Ray
Introducing the Atom renderer, an all-new graphics engine to provide the backbone for the future of @AmznLumberyard visuals.— AWS Game Tech (@AWSGameTech) April 7, 2021
Get to know the new photorealistic renderer: https://t.co/7ac6B6wq7w #makeitwithAWS pic.twitter.com/B5tnfF8YCn
Checkout other awesome digests:
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