<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0">

<channel>
	<title>GamniX</title>
	
	<link>http://gamnix.com</link>
	<description>Free Games News portal</description>
	<lastBuildDate>Mon, 17 Jun 2013 21:28:00 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
		<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/gamnix" /><feedburner:info uri="gamnix" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:browserFriendly></feedburner:browserFriendly><item>
		<title>DevCorner: Underapprechiated game engines</title>
		<link>http://gamnix.com/2013/06/17/devcorner-underapprechiated-game-engines/</link>
		<comments>http://gamnix.com/2013/06/17/devcorner-underapprechiated-game-engines/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 21:25:00 +0000</pubDate>
		<dc:creator>Julius</dc:creator>
				<category><![CDATA[alienarena]]></category>
		<category><![CDATA[bge]]></category>
		<category><![CDATA[crystalspace]]></category>
		<category><![CDATA[Cube2]]></category>
		<category><![CDATA[darkplaces]]></category>
		<category><![CDATA[devcorner]]></category>
		<category><![CDATA[dhewm3]]></category>
		<category><![CDATA[Free Gamer]]></category>
		<category><![CDATA[ioquake3]]></category>
		<category><![CDATA[irrlicht]]></category>
		<category><![CDATA[jme]]></category>
		<category><![CDATA[jmonkey3]]></category>
		<category><![CDATA[octaforge]]></category>
		<category><![CDATA[ogre3d]]></category>
		<category><![CDATA[overdose]]></category>
		<category><![CDATA[torque3d]]></category>
		<category><![CDATA[unvanquished]]></category>
		<category><![CDATA[warsow]]></category>

		<guid isPermaLink="false">http://gamnix.com/?guid=b93e57430670d5900a6cb73f56cd273d</guid>
		<description><![CDATA[In my never ending search for a FOSS game engine that is usable for game modding with out having to reinvent the wheel (nor requiring to be a C++ code master) &#38; having decent tools for content creation (because I am spoiled and think that is a mini...]]></description>
				<content:encoded><![CDATA[<p>In my never ending search for a FOSS game engine that is usable for game modding with out having to reinvent the wheel (nor requiring to be a C++ code master) &amp; having decent tools for content creation (because I am spoiled and think that is a minimum requirement for a game engine) I have become quite disillusioned lately. That is because *spoiler alert* sadly there is none so far&#8230; but a few are close luckily.</p>
<p>The usual contenders for 3D action games are your mixed assortment of <a href="http://en.wikipedia.org/wiki/Id_Tech">idTech</a> based engines, most notably <a href="http://ioquake3.org/">ioQuake3</a>. There are a few upcoming contenders like <a href="http://www.unvanquished.net/">Unvanquished&#8217;s Daemon engine</a> (which is a mix of ET:Wolf, ioQuake3 and Xreal) and a yet to emerge idTech4 based champion (my uninformed guess is that it will be <a href="https://github.com/dhewm/dhewm3">dhewm3</a>). But all of them lack a decent game-play scripting function.<br />On the other side of the idTech spectrum, there is the idTech1 based granddaddy <a href="http://icculus.org/twilight/darkplaces/index.html">DarkPlaces</a>, which while having advanced to an quite impressive feature set, suffers a quite a bit from its nut-bolted &amp; mostly undocumented client side add-on on the already a bit arcane script language QuakeC.</p>
<p>Interestingly the idTech2 based engines get little attention though. I have highlighted a few nice game projects based in it in the <a href="http://freegamer.blogspot.com/2012/04/big-idtech-2-round-up-post.html">past</a>, but it is probably due to the fact that each project is hacking on their own engine fork, that none has gained prominence as a game<i> engine</i> on it&#8217;s own. But feature wise the engines behind <a href="http://red.planetarena.org/">AlienArena</a>, <a href="http://www.moddb.com/games/overdose">Overdose</a> and <a href="http://www.warsow.net/">Warsow</a> are probably the most advanced.<br />The last one of these, has been probably the most overlooked, with the game itself not exactly open-source friendly and the engine being developed more or less behind closed doors. It seems however that this has changed now, although given <a href="http://www.warsow.net/forum/thread/15576">recent project news</a> it is unclear what made them change their approach. But an all new version of it is now on <a href="https://github.com/viciious/qfusion">Github</a> with the main developer mentioning a few really nice changes <a href="http://www.warsow.net/forum/thread/15782">here</a>. Let&#8217;s hope it isn&#8217;t just a &#8220;source-drop&#8221; of a dying project, as after digging into it a bit (the documentation is really fragmented and lacking) I have to say that it includes a few really awesome features not commonly seen in other FOSS engines:<br />Besides being really performant, it is fully scriptable and has some quite unique multiplayer features like awards, friendlists and persistent game statistics. It also seems to make good process in having easy to edit GLSL shaders, which I have realized is a much rarer feature than I originally thought. Last but not least it has a really modern looking and fully scriptable menu and HUD.</p>
<p>Ah and before I move on to non-idTech based engines I should mention <a href="http://forums.inside3d.com/viewtopic.php?f=1&amp;t=2830">Engoo</a> for those looking for a modernized software rendering engine based on idTech1 (there was some controversy over it, so I am trying to show some support for its further development here).</p>
<p>Ok, that covered, what are some maybe under appreciated non-idTech 3D engines?<br />First of all I should probably mention the well known ones for the sake of completeness: <a href="http://sauerbraten.org/">Cube2</a>, <a href="http://www.ogre3d.org/">Ogre3D</a> and the new big player <a href="http://www.garagegames.com/products/torque-3d">Torque3D</a>. All of which are IMHO still failing to provide a good platform for easy game creation (mainly due, following the same order: in-fexibility &amp; lack of scripting; huge mess of independent parts &amp; bad toolchain; lack of Linux port &amp; buggy and overly complicated toolchain).</p>
<p>One of the shining but lesser known examples of trying to improve the status quo is the <a href="http://jmonkeyengine.org/">jMoneky3</a> engine. Even though it is still a bit bare-bone (e.g. lacking game frameworks) the nicely integrated SDK and the <a href="http://hub.jmonkeyengine.org/forum/topic/shader-inj-nah-shader-nodes/">great new node based GLSL shader editor</a> keeps on attracting my attention. Similary the <a href="http://www.blender.org/">BlenderGameEngine</a> sure has a few great advantages due to its tight integration. Sadly it seems to be the unliked stepchild of the Blender3D project though, which some quite serious limitations and awesome additions like the <a href="http://blenderartists.org/forum/showthread.php?248538-New-BGE-Features">candy branch</a> never reaching the the main release.</p>
<p>Then there are the still very much alive big names of the past: <a href="http://irrlicht.sourceforge.net/">Irrlicht</a> and <a href="http://www.crystalspace3d.org/main/Main_Page">Crystal Space</a>. I am not exactly sure why those never quite reached the required mass to become <i>the</i> engines of choice, but I guess the license mess around Irrklang (and other non free but more or less required addons) and the CS <a href="http://www.yofrankie.org/">Yo Frankie</a> disaster might have to do with it. But at least Crystal Space was <a href="http://www.crystalspace3d.org/main/GoogleSummerOfCode2013">accepted as a hosting organization for this year&#8217;s GSoC again</a>, so they must be doing something right.</p>
<p>Last but not least, I would like to give a mention to a relatively new contender: <a href="http://octaforge.org/">Octaforge</a>, which has supplied a steady stream of updated betas lately. The interesting things about Octaforge is that it takes all the good things from Cube2 and combines it with a much updated renderer (Tesseract) and full lua script support. But sadly it isn&#8217;t quite there yet, and the move to a scripting language required the removal of all the nice game-code that it inherited from Cube2.</p>
<p>As closing remarks I have to admit that this article was rather lopsided towards FPS game engines (and more general purpose ones). Of course there are many great other game engines in the FOSS sphere that focus on RTS or (MMO)RPG games etc. I do however feel that many of the grievances voiced here probably apply there too, but maybe it isn&#8217;t quite as frustrating there as in the FPS genre.<br />But if you have some better insights into those type of engines feel free to comment below!</p>
<p><i>tl;dr: the author (as an old school modder) is frustrated that after all these years there still isn&#8217;t an FOSS FPS engine that can be modded as comfortably as the Half-Life2 engine or UDK. Don&#8217;t miss the new <a href="http://www.warsow.net/forum/thread/15782">qfusion</a> stuff though.</i>
<div class="blogger-post-footer">
<p><b><strong>This post was retrieved from <a href="http://freegamer.blogspot.com/">freegamer.blogspot.com</a>.</strong></b></p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/17/devcorner-underapprechiated-game-engines/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>Your Feedback Implemented!</title>
		<link>http://gamnix.com/2013/06/17/your-feedback-implemented/</link>
		<comments>http://gamnix.com/2013/06/17/your-feedback-implemented/#comments</comments>
		<pubDate>Mon, 17 Jun 2013 00:00:00 +0000</pubDate>
		<dc:creator>RuneScape Recent News</dc:creator>
				<category><![CDATA[Game Update News]]></category>

		<guid isPermaLink="false">http://services.runescape.com/m=news/your-feedback-implemented</guid>
		<description><![CDATA[
				It's all about your feedback this week, as we allow the storage of pickaxes and hatchets up to dragon in the tool belt, and add in a swathe of your other most-requested changes.
			]]></description>
				<content:encoded><![CDATA[<p>				It&#8217;s all about your feedback this week, as we allow the storage of pickaxes and hatchets up to dragon in the tool belt, and add in a swathe of your other most-requested changes.</p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/17/your-feedback-implemented/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>Wesnoth 1.11.4: Development Release</title>
		<link>http://gamnix.com/2013/06/16/wesnoth-1-11-4-development-release-2/</link>
		<comments>http://gamnix.com/2013/06/16/wesnoth-1-11-4-development-release-2/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 00:56:49 +0000</pubDate>
		<dc:creator>Battle for Wesnoth</dc:creator>
		
		<guid isPermaLink="false">http://gamnix.com/?guid=5252e4911dd87d0f2a7e0d98587927cf</guid>
		<description><![CDATA[Wesnoth 1.11.4 has been released. This is the fourth release of the 1.11.x development series. It includes huge, groundbreaking changes. Please have a look this forum thread to get a rough idea about those big changes (including why it is called 1.11.4...]]></description>
				<content:encoded><![CDATA[<p>Wesnoth 1.11.4 has been released. This is the fourth release of the 1.11.x development series. It includes huge, groundbreaking changes. Please have a look <a href="http://forums.wesnoth.org/viewtopic.php?t=38842">this forum thread</a> to get a rough idea about those big changes (including why it is called 1.11.4 and not 1.11.3). We offer two versions of changelogs: a rather nice to read <a href="https://raw.github.com/wesnoth/wesnoth-old/1.11.4/players_changelog">players changelog</a> that only includes changes every player will probably notice and the (rather) <a href="https://raw.github.com/wesnoth/wesnoth-old/1.11.4/changelog">complete changelog</a> with (almost) all the details, which is likely to cause a serious headache&#8230;<br /> At the moment the Windows and OpenPandora packages are ready. You can find them at the <a href="http://wiki.wesnoth.org/Download#Development_.281.11_branch.29">download page</a>. Once the others (e.g. the Mac OSX package) are done you can find them at the <a href="http://wiki.wesnoth.org/Download#Development_.281.11_branch.29">download page</a>, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, please <a href="http://wiki.wesnoth.org/ReportingBugs">report</a> it to help us fix it in following releases.<br /> <b>UPDATE (2013-06-09):</b> The Mac OS X build is now available.
<p><sub><i>&#8211; Delivered by <a href="http://feed43.com/">Feed43</a> service</i></sub></p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/16/wesnoth-1-11-4-development-release-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>Wesnoth 1.11.2: Development Release</title>
		<link>http://gamnix.com/2013/06/16/wesnoth-1-11-2-development-release-2/</link>
		<comments>http://gamnix.com/2013/06/16/wesnoth-1-11-2-development-release-2/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 00:56:48 +0000</pubDate>
		<dc:creator>Battle for Wesnoth</dc:creator>
		
		<guid isPermaLink="false">http://gamnix.com/?guid=4a4f63d244fc5f19796a3d97c4fb19e6</guid>
		<description><![CDATA[Wesnoth 1.11.2 has been released. This is the third release of the 1.11.x development series. It includes huge, groundbreaking changes. Please have a look this forum thread to get a rough idea about those big changes. We offer two versions of changelog...]]></description>
				<content:encoded><![CDATA[<p>Wesnoth 1.11.2 has been released. This is the third release of the 1.11.x development series. It includes huge, groundbreaking changes. Please have a look <a href="http://forums.wesnoth.org/viewtopic.php?t=38570">this forum thread</a> to get a rough idea about those big changes. We offer two versions of changelogs: a rather nice to read <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.11.2/players_changelog">players changelog</a> that only includes changes every player will probably notice and the (rather) <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.11.2/changelog">complete changelog</a> with (almost) all the details, which is likely to cause a serious headache&#8230;<br /> At the moment the Windows, Mac OS X and OpenPandora packages are ready. You can find them at the <a href="http://wiki.wesnoth.org/Download#Development_.281.11_branch.29">download page</a>. Once the others are done you can find them at the <a href="http://wiki.wesnoth.org/Download#Development_.281.11_branch.29">download page</a>, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, please <a href="http://wiki.wesnoth.org/ReportingBugs">report</a> it to help us fix it in following releases.
<p><sub><i>&#8211; Delivered by <a href="http://feed43.com/">Feed43</a> service</i></sub></p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/16/wesnoth-1-11-2-development-release-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>Wesnoth 1.10.6: Maintenance Release</title>
		<link>http://gamnix.com/2013/06/16/wesnoth-1-10-6-maintenance-release/</link>
		<comments>http://gamnix.com/2013/06/16/wesnoth-1-10-6-maintenance-release/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 00:56:47 +0000</pubDate>
		<dc:creator>Battle for Wesnoth</dc:creator>
		
		<guid isPermaLink="false">http://gamnix.com/?guid=ff049f2d26535b575d302769c2234902</guid>
		<description><![CDATA[Wesnoth 1.10.6 has been released. This is a bugfix release for the stable 1.10 series. For information about further changes in this release, please visit this forum thread. We offer two versions of changelogs: a rather nice to read players changelog t...]]></description>
				<content:encoded><![CDATA[<p>Wesnoth 1.10.6 has been released. This is a bugfix release for the stable 1.10 series. For information about further changes in this release, please visit <a href="http://forums.wesnoth.org/viewtopic.php?t=38533">this forum thread</a>.<br /> We offer two versions of changelogs: a rather nice to read <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.6/players_changelog">players changelog</a> that only includes changes every player will probably notice (and often feels empty because devs tend to forget to add their stuff there) and the (rather) <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.6/changelog">complete changelog</a> with (almost) all the details, which might make your head spin due to the technical terms used every now and then&#8230;<br /> At the moment the Windows, Mac OS X and OpenPandora packages are ready. You can find them at the <a href="http://www.wesnoth.org/wiki/Download#Stable_.281.10_branch.29">download page</a>. Once the others are done you can find them at the <a href="http://www.wesnoth.org/wiki/Download#Stable_.281.10_branch.29">download page</a>, too. If you find a bug, please <a href="http://wiki.wesnoth.org/ReportingBugs">report</a> it to help us fix them in following releases.
<p><sub><i>&#8211; Delivered by <a href="http://feed43.com/">Feed43</a> service</i></sub></p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/16/wesnoth-1-10-6-maintenance-release/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>Wesnoth 1.11.1: Development Release</title>
		<link>http://gamnix.com/2013/06/16/wesnoth-1-11-1-development-release/</link>
		<comments>http://gamnix.com/2013/06/16/wesnoth-1-11-1-development-release/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 00:56:46 +0000</pubDate>
		<dc:creator>Battle for Wesnoth</dc:creator>
		
		<guid isPermaLink="false">http://gamnix.com/?guid=dfd8921f4cf8d665f30ffbf0001572a9</guid>
		<description><![CDATA[Wesnoth 1.11.1 has been released. This is the second release of the 1.11.x development series. It includes huge, groundbreaking changes. Please have a look this forum thread to get a rough idea about those big changes. We offer two versions of changelo...]]></description>
				<content:encoded><![CDATA[<p>Wesnoth 1.11.1 has been released. This is the second release of the 1.11.x development series. It includes huge, groundbreaking changes. Please have a look <a href="http://forums.wesnoth.org/viewtopic.php?t=38015">this forum thread</a> to get a rough idea about those big changes. We offer two versions of changelogs: a rather nice to read <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.11.1/players_changelog">players changelog</a> that only includes changes every player will probably notice and the (rather) <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.11.1/changelog">complete changelog</a> with (almost) all the details, which is likely to cause a serious headache&#8230;<br /> At the moment the Windows, Mac OS X and OpenPandora packages are ready. You can find them at the <a href="http://wiki.wesnoth.org/Download#Development_.281.11_branch.29">download page</a>. Once the others are done you can find them at the <a href="http://wiki.wesnoth.org/Download#Development_.281.11_branch.29">download page</a>, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, please <a href="http://wiki.wesnoth.org/ReportingBugs">report</a> it to help us fix it in following releases.
<p><sub><i>&#8211; Delivered by <a href="http://feed43.com/">Feed43</a> service</i></sub></p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/16/wesnoth-1-11-1-development-release/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>Wesnoth 1.10.5: Maintenance Release</title>
		<link>http://gamnix.com/2013/06/16/wesnoth-1-10-5-maintenance-release/</link>
		<comments>http://gamnix.com/2013/06/16/wesnoth-1-10-5-maintenance-release/#comments</comments>
		<pubDate>Sun, 16 Jun 2013 00:56:45 +0000</pubDate>
		<dc:creator>Battle for Wesnoth</dc:creator>
		
		<guid isPermaLink="false">http://gamnix.com/?guid=e92e4f6338db1717fccaf0da6ee3f6b6</guid>
		<description><![CDATA[Wesnoth 1.10.5 has been released. This is a bugfix release for the stable 1.10 series. For information about further changes in this release, please visit this forum thread. We offer two versions of changelogs: a rather nice to read players changelog t...]]></description>
				<content:encoded><![CDATA[<p>Wesnoth 1.10.5 has been released. This is a bugfix release for the stable 1.10 series. For information about further changes in this release, please visit <a href="http://forums.wesnoth.org/viewtopic.php?t=37914">this forum thread</a>.<br /> We offer two versions of changelogs: a rather nice to read <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.5/players_changelog">players changelog</a> that only includes changes every player will probably notice (and often feels empty because devs tend to forget to add their stuff there) and the (rather) <a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.5/changelog">complete changelog</a> with (almost) all the details, which might make your head spin due to the technical terms used every now and then&#8230;<br /> At the moment the Windows, Mac OS X and OpenPandora packages are ready. You can find them at the <a href="http://www.wesnoth.org/wiki/Download#Stable_.281.10_branch.29">download page</a>. Once the others are done you can find them at the <a href="http://www.wesnoth.org/wiki/Download#Stable_.281.10_branch.29">download page</a>, too. If you find a bug, please <a href="http://wiki.wesnoth.org/ReportingBugs">report</a> it to help us fix them in following releases.
<p><sub><i>&#8211; Delivered by <a href="http://feed43.com/">Feed43</a> service</i></sub></p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/16/wesnoth-1-10-5-maintenance-release/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>0 A.D. Development Report #12</title>
		<link>http://gamnix.com/2013/06/15/0-a-d-development-report-12/</link>
		<comments>http://gamnix.com/2013/06/15/0-a-d-development-report-12/#comments</comments>
		<pubDate>Sat, 15 Jun 2013 15:37:11 +0000</pubDate>
		<dc:creator>Jeru</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Press Releases]]></category>
		<category><![CDATA[Team Blog]]></category>

		<guid isPermaLink="false">http://play0ad.com/?p=3159</guid>
		<description><![CDATA[Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week&#8217;s 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you &#8230; <a href="http://play0ad.com/0-a-d-development-report-12/">Continue reading <span>&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week&#8217;s 0 A.D. development report.</p>
<p>If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read.</p>
<p>If you want to be part of this project, we urge you to post your <a class="bbc_url" title="" href="http://www.wildfiregames.com/forum/index.php?showtopic=11297">application</a> in our forums. We are currently looking for <strong>Gameplay, AI, Sound and Graphics</strong> <strong>Programmers</strong> along with <strong>Animators </strong>and <strong>3D &amp; texture artists. </strong>You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a <strong>Sound Lead</strong>, <strong>Video Editors</strong>, a <strong>Documentation Manager</strong> and <strong>Scenario Designers</strong>. Still no luck? <span style="color: #333333;">Head to our </span><a class="bbc_url" title="" href="http://www.wildfiregames.com/forum/index.php?showtopic=11297">forums</a><span style="color: #333333;"> and join our active community!</span></p>
<p><strong>!!! We are in need of (skilled) programmers. If you are one, redirect yourself to this <a href="http://www.wildfiregames.com/forum/index.php?showforum=312">thread</a>. Your contributions are crucial !!!</strong></p>
<h3>On Performance</h3>
<p><span><strong></strong>Performance has been a major bottleneck for quite some time. We know the problems, and we are committed to resolve them. Last two months we&#8217;ve seen an influx of new contributors who are keen to help us fix the lag. <strong>sbte</strong> committed some patches (sim interpolation optimization) and a couple of memory leaks have been fixed (<strong>Markus</strong>). <strong>Kuranes</strong> has also been working on optimization and his work seems very promising. He added VBO support to minimap entity rendering (1,5 ms/frame to 0,8 ms/frame, which may seem trivial but every millisecond counts!). But this is just the tip of the iceberg, his many other optimizations are WIP or being reviewed by us, but when they are committed to the game the increase in performance will be noticeable! Last but not least we have <strong>Redfox</strong>, a retired 0 A.D. programmer who became active again. Currently he is working on font rendering, but like Kuranes, he is dedicated to implement major code optimizations, and he has the know-how. Their work will make 0 A.D. the enjoyable and fluid experience, you always wanted it to be!</span></p>
<p><strong>Screenshot of the Month</strong><br />
<img class="bbc_img" alt="Posted Image" src="http://img571.imageshack.us/img571/3269/jh6.png" /></p>
<h3>Team News</h3>
<p><strong>Peter a.k.a. alpha123 </strong>has joined the programming team. <span>Peter has contributed quite a few patches to the game </span><span>and has been a valuable contributor in design discussions.</span></p>
<h3>Programming, Art &amp; Sound</h3>
<p>Our new project lead, <strong>Mythos_Ruler </strong>has been busy as well. So busy in fact that I&#8217;m reluctant to write down all the things he has been working on last two months. The major new feature is the <strong>blacksmith</strong>. Although the models are placeholders for now, in the near future you&#8217;ll be able to upgrade your units in this new building. He also added new technologies, a new Spartan hero (Brasidas), rebalancing and tweaking the stats of almost every unit ingame, a new map, normal and specular map for desert terrain &#8230; we could go on and on, but we insist you check out our next alpha release.</p>
<p><strong>historic_bruno</strong> committed a lot of patches and bug fixes. I&#8217;ll mention just a couple of them: updating Valgrind headers and fixing some memory leaks (patches by <strong>Markus</strong>), updating Boost Library to 1.53.0 and improving SDL 2.0 support among many other. He also added <span>a game speed option to the match setup.</span></p>
<p><span><strong>Leper</strong> also had a productive period. He cleaned up code, and reviewed and committed many functionality patches, that were written by contributors like <strong>Josh</strong> and <strong>KareemErgawy </strong>among others.</span></p>
<p><strong>stwf </strong>has kept working on the Soundmanager. Memory leaks have been removed, code has been cleaned up and <span>multiple song playlists are now used by civs that have multiple tracks defined.</span></p>
<p><strong>Wraiitii</strong> committed a few fixes and improvements related to water. More importantly, he is completely reworking the water code: adding support for different water heights (e.g. lake vs. sea), optimizing foam and shore waves &#8230; On top of that, ships received a sinking animation! Never has loosing your fleet been more pleasant to watch.</p>
<p><strong>Enrique</strong> has been working on shields, unit props and buildings for our next civilization: the Ptolemaic Egyptians! He is also designing, modeling and texturing the new blacksmiths.</p>
<p><strong>Omri Lahav </strong>has been working on some new material for the Mauryans. He has just invited two new guest musicians (didgeridoo and celtic harp) to capture their performance. How many freeware, open-source projects have a live recorded soundtrack? We are sure you will hear the difference.</p>
<p><strong>Yves </strong>is working hard on upgrading Spidermonkey. The first benchmarks are a bit disappointing, but Yves won&#8217;t give up. This is not a simple task, but in the end performance and functionality will benefit greatly from the upgrade.</p>
<p><strong>alpha123</strong> and <strong>quantumstate</strong> reworked the armor system. <span><em>Damage = Attack &#8211; Armour </em>was changed to: </span><em><span>Damage = Attack * 0.9^Armour (in case your unit has a 10% armor bonus). </span></em><span>This change was necessary as techs now have the same effect on each unit. So a 10% armour tech will decrease damage by 10% for every unit.</span></p>
<p>We also want to thank all our contributors that are committing patches with new features and fixes. Not all of them make it into the report, but we are grateful. We can&#8217;t do it without you guys and gals!</p>
<p>This month special kudos to <strong>sanderd17</strong> who is giving archers range bonuses based on map height and <strong>Micket</strong> who modeled a Hippo and an Oryx (and a WIP tiger).</p>
<p><strong>See you next month with the latest development news!</strong></p>
<div class="feedflare">
<a href="http://feeds.feedburner.com/~ff/0AdNews?a=adKOo3ZUWYg:FVPB_Tyg5dQ:yIl2AUoC8zA"><img src="http://feeds.feedburner.com/~ff/0AdNews?d=yIl2AUoC8zA" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/0AdNews?a=adKOo3ZUWYg:FVPB_Tyg5dQ:qj6IDK7rITs"><img src="http://feeds.feedburner.com/~ff/0AdNews?d=qj6IDK7rITs" border="0"></img></a>
</div>
<p><img src="http://feeds.feedburner.com/~r/0AdNews/~4/adKOo3ZUWYg" height="1" width="1"/></p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/15/0-a-d-development-report-12/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
		<item>
		<title>BTS Video 57: Tool Belt Update</title>
		<link>http://gamnix.com/2013/06/14/bts-video-57-tool-belt-update/</link>
		<comments>http://gamnix.com/2013/06/14/bts-video-57-tool-belt-update/#comments</comments>
		<pubDate>Fri, 14 Jun 2013 00:00:00 +0000</pubDate>
		<dc:creator>RuneScape Recent News</dc:creator>
				<category><![CDATA[Behind the Scenes News]]></category>

		<guid isPermaLink="false">http://services.runescape.com/m=news/bts-video-57-tool-belt-update</guid>
		<description><![CDATA[
				This week we catch up with Mod Avatar, who's updating the tool belt to hold hatchets and pickaxes all the way up to dragon!
			]]></description>
				<content:encoded><![CDATA[<p>				This week we catch up with Mod Avatar, who&#8217;s updating the tool belt to hold hatchets and pickaxes all the way up to dragon!</p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/14/bts-video-57-tool-belt-update/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://services.runescape.com/m=news/img/runescape/behind-the-scenes.jpg" length="" type="" />
		</item>
		<item>
		<title>NIS Beta: Customisable Keybinds</title>
		<link>http://gamnix.com/2013/06/14/nis-beta-customisable-keybinds/</link>
		<comments>http://gamnix.com/2013/06/14/nis-beta-customisable-keybinds/#comments</comments>
		<pubDate>Fri, 14 Jun 2013 00:00:00 +0000</pubDate>
		<dc:creator>RuneScape Recent News</dc:creator>
				<category><![CDATA[Game Update News]]></category>

		<guid isPermaLink="false">http://services.runescape.com/m=news/nis-beta-customisable-keybinds-</guid>
		<description><![CDATA[
				Keybind customisation was your most requested feature for the New Interface System, so we've added it in. If you 're a RuneScape member, log into the beta and start mapping your optimal key setup now! 
			]]></description>
				<content:encoded><![CDATA[<p>				Keybind customisation was your most requested feature for the New Interface System, so we&#8217;ve added it in. If you &#8216;re a RuneScape member, log into the beta and start mapping your optimal key setup now! </p>
]]></content:encoded>
			<wfw:commentRss>http://gamnix.com/2013/06/14/nis-beta-customisable-keybinds/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="" length="" type="" />
		</item>
	</channel>
</rss>
