For the last few weeks, we have made significant changes to our online services, servers, licensing system, beta program and store. Learn what’s new in the world of ShiVa for Spring 2019!
Learn how to create characters with FUSE, upload them to Mixamo to get rigged automatically, choose animations from a sizeable library, import the files into ShiVa and combine all animations into a single AnimBank.
ShiVa 2.0 betas currently follow a fixed release model. Every few months, you get a new version with new features and bugfixes and a new number at the end. Testing and packaging each release takes up a considerable amount of time, and we always ask ourselves
Welcome back to another installment of the Lua Unlocked series. In this post, we are going to dive a bit deeper into tables and functions, and see what we can build when we combine the two in a certain way.
This week, we are going to delve into a way to store your environment save data on a remote server using PHP and MySQL. But first, we will have a closer look at the Environment tab in the Game Editor.
With every larger game that cannot be completed in one sitting, there comes a point when you should offer your users to save their progress and come back later to continue their playthrough. There are several methods you could use, like managed cloud saves, XML, JSON, or an online database of your own design, however Read the full article …
Cars are among the most complex physics objects you can create in your game. Although you only need 4 joints, the number of variations on suspension, engine power, friction, and so on are nearly endless. Before you can experiment with your car to find the perfect balance, you first need to understand how to set Read the full article …
Developing cross platform games confronts you with a large number of operating systems, processor architectures, graphics APIs and input methods. But don’t forget about all the different screen sizes, orientations and aspect ratios, which you need to take into account for FOV and HUD design!
Last Monday, Apple kicked off their annual WWDC event with the usual keynote talk, where they previewed the updates to their 4 operating systems macOS, iOS, watchOS and tvOS. Apart from the Apple Watch, ShiVa runs on all these platforms, so we have to keep a close eye on all changes.
How can you cut down on drawcalls with texture baking? How can you save disk space with multiple UV sets? How can you use pre-rendered lightmaps and still retain the ability to edit individual surfaces? Let’s find out!