The 'Ancient World', 'Medieval' and 'Urban Ruins' 3D kits for GameStart have just been released. Feel free to download them, to study their shaders or even use them in your own projects !

The download links & screenshots can be found in the GameStart's forums.

User accounts registered in the last few days were lost during the server migration and upgrade to Drupal 7. This will not affect your ability to run GameStart if you already registered your account during the first editor launch, but you will need to recreate an account to publish content on the site.

Sorry for the inconvenience.

Now that the site upgrade is mostly complete I'd like to talk briefly about the state of the project.

GameStart has been in public Beta for a so long period during which I had to implement new features to support external projects that I am almost tempted to roll it back to Alpha. Several new features have crept in and some drastic changes have broken both parts of the workflow and of the interface.

The software is still usable but its stability has worsened significantly. After the current work on mobile platform port I plan to freeze all feature development, branch the code base and concentrate on bug fixing.

This is probably going to happen by the end of January 2012.
Stay tuned!

As you can probably tell, if this is not your first visit, this website just received a significant overhaul.
The back-end has been upgraded from Drupal 6 to 7 and the server upgraded to a much more powerful setup.

I hope no content have been lost or broken in the process. Let me know if you find something odd ;).

Also, a long due FAQ is now available from the top menu bar which should make the project plans a lot clearer. I hope you like what you read there and, as usual, feel free to post comments in the forum.

New Features:

  • Several post-process filter integrated into EGL: Motion blur, proper SSAO, radial blur, Hue/Saturation, etc...
  • XInput device support (devices 'XInput0' through 'XInput3').
  • The stand-alone executable now outputs the script callstack when a runtime script error is encountered.

Changes:

  • Animation system improvements.
  • Skinned mesh performance improvement.
  • Improved FBX importer, proper scale conversion.
  • Improved bloom filter.
  • Data driven shader declaration.

Regarding the upgrade of the animation system:

The animation system has received many improvements under the hood. The script API was slightly modified to better reflect those improvements. The API now support both AnimationSource and AnimationSourceGroup. Previous version of the API where always returning AnimationSource as part of an AnimationSourceGroup and calling it AnimationSource directly.

Porting your existing scripts will require the following modifications:

  • The AnimationSourceXXX functions are now named AnimationSourceGroupXXX (eg. AnimationSourceSetClock is now called AnimationSourceGroupSetClock).
  • GroupSetMotion now returns an AnimationGroup.
  • ItemSetMotion still returns an AnimationSource.
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