Language Selection

English French German Italian Portuguese Spanish

Unreal Engine 4.21 Released

Filed under
Gaming
  • Unreal Engine 4.21 Released

    Unreal Engine 4.21 continues our relentless pursuit of greater efficiency, performance, and stability for every project on any platform. We made it easier to work smarter and create faster because we want your imagination to be the only limit when using our tools. And we battle-tested the engine on every platform until it met our developers' high standards so your project will shine once it is ready for the masses.

    We are always looking for ways to streamline everyday tasks so developers can focus on creating meaningful, exciting, and engaging experiences. Our industry-leading Niagara effects toolset is now even more powerful and easier to use, enabling you to dream up the next generation of real-time visual effects. You can build multiplayer experiences on a scale not previously possible using the now production-ready Replication Graph functionality. Iterate faster thanks to optimizations with up to a 60% speed increase when cooking content, run automated tests to find issues using the new Gauntlet automation framework, and speed up your day-to-day workflows with usability improvements to the Animation system, Blueprint Visual Scripting, Sequencer, and more.

    We strive to make it possible for your creations to be enjoyed as you intended by everyone, everywhere regardless of the form factor they choose. Building on the previous release, we have added even more optimizations developed for Fortnite on Android and iOS to further improve the process for developing for mobile devices. Available in Early Access, Pixel Streaming opens a whole new avenue to deploy apps in a web browser with no barrier to entry and no compromise on rendering quality. We have also improved support for Linux as well as augmented, virtual, and mixed reality devices.

  • Unreal Engine 4.21 Released, Linux Now Defaults To Vulkan

    Unreal Engine 4.21 is out today as the last feature release for Epic Games' engine of 2018. This is an exciting game engine update for Linux and Vulkan fans.

    Unreal Engine 4.21 features various tooling and creation improvements for game developers, optimizations that come to the engine following Epic's development of Fortnite for iOS and Android, performance enhancements, early access pixel streaming support, animation system optimizations, and more.

  • Unreal Engine 4.21 is out, now defaults to the Vulkan API on Linux

    Epic Games have released Unreal Engine 4.21 and it includes some interesting stuff on the Linux side of things.

    From now, Unreal Engine will default to using the Vulkan API on Linux and fallback to OpenGL when that can't be used. This is going to be good for the future of Linux games, since it should help developers get better performance.

    On top of that, it features a new media player for Linux with the bundled WebMMedia plugin which includes support for WebM VPX8/9 videos. To further improve Linux support, they now have a proper crash reporter interface so that they can "continue to improve support for Linux platforms".

More in Tux Machines

Programming: Django, PHP, Polonius and More

  • Django 2.2 alpha 1 released
    Django 2.2 alpha 1 is now available. It represents the first stage in the 2.2 release cycle and is an opportunity for you to try out the changes coming in Django 2.2. Django 2.2 has a salmagundi of new features which you can read about in the in-development 2.2 release notes.
  • Eliminating PHP polyfills
    The Symfony project has recently created a set of pure-PHP polyfills for both PHP extensions and newer language features. It allows developers to add requirements upon those functions or language additions without increasing the system requirements upon end users. For the most part, I think this is a good thing, and valuable to have. We've done similar things inside MediaWiki as well for CDB support, Memcached, and internationalization, just to name a few. But the downside is that on platforms where it is possible to install the missing PHP extensions or upgrade PHP itself, we're shipping empty code. MediaWiki requires both the ctypes and mbstring PHP extensions, and our servers have those, so there's no use in deploying polyfills for those, because they'll never be used. In September, Reedy and I replaced the polyfills with "unpolyfills" that simply provide the correct package, so the polyfill is skipped by composer. That removed about 3,700 lines of code from what we're committing, reviewing, and deploying - a big win.
  • Polonius and region errors
    Now that NLL has been shipped, I’ve been doing some work revisiting the Polonius project. Polonius is the project that implements the “alias-based formulation” described in my older blogpost. Polonius has come a long way since that post; it’s now quite fast and also experimentally integrated into rustc, where it passes the full test suite.
  • Serious Python released!
    Well, Serious Python is the the new name of The Hacker's Guide to Python — the first book I published. Serious Python is the 4th update of that book — but with a brand a new name and a new editor!

today's howtos

Ditching Out-of-Date Documentation Infrastructure

Long ago, the Linux kernel started using 00-Index files to list the contents of each documentation directory. This was intended to explain what each of those files documented. Henrik Austad recently pointed out that those files have been out of date for a very long time and were probably not used by anyone anymore. This is nothing new. Henrik said in his post that this had been discussed already for years, "and they have since then grown further out of date, so perhaps it is time to just throw them out." He counted hundreds of instances where the 00-index file was out of date or not present when it should have been. He posted a patch to rip them all unceremoniously out of the kernel. Joe Perches was very pleased with this. He pointed out that .rst files (the kernel's native documentation format) had largely taken over the original purpose of those 00-index files. He said the oo-index files were even misleading by now. Read more

Mozilla: Rust 1.32.0, Privacy, UX and Firefox Nightly

  • Announcing Rust 1.32.0
    The Rust team is happy to announce a new version of Rust, 1.32.0. Rust is a programming language that is empowering everyone to build reliable and efficient software.
  • Rust 1.32 Released With New Debugger Macro, Jemalloc Disabled By Default
    For fans of Rustlang, it's time to fire up rustup: Rust 1.32 is out today as the latest feature update for this increasingly popular programming language. The Rust 1.32 release brings dbg!() as a new debug macro to print the value of a variable as well as its file/line-number and it works with more than just variables but also commands.
  • Julien Vehent: Maybe don't throw away your VPN just yet...
    At Mozilla, we've long adopted single sign on, first using SAML, nowadays using OpenID Connect (OIDC). Most of our applications, both public facing and internal, require SSO to protect access to privileged resources. We never trust the network and always require strong authentication. And yet, we continue to maintain VPNs to protect our most sensitive admin panels. "How uncool", I hear you object, "and here we thought you were all about DevOps and shit". And you would be correct, but I'm also pragmatic, and I can't count the number of times we've had authentication bugs that let our red team or security auditors bypass authentication. The truth is, even highly experienced programmers and operators make mistakes and will let a bug disable or fail to protect part of that one super sensitive page you never want to leave open to the internet. And I never blame them because SSO/OAuth/OIDC are massively complex protocols that require huge libraries that fail in weird and unexpected ways. I've never reached the point where I fully trust our SSO, because we find one of those auth bypass every other month. Here's the catch: they never lead to major security incidents because we put all our admin panels behind a good old VPN.
  • Reflections on a co-design workshop
    Co-design workshops help designers learn first-hand the language of the people who use their products, in addition to their pain points, workflows, and motivations. With co-design methods [1] participants are no longer passive recipients of products. Rather, they are involved in the envisioning and re-imagination of them. Participants show us what they need and want through sketching and design exercises. The purpose of a co-design workshop is not to have a pixel-perfect design to implement, rather it’s to learn more about the people who use or will use the product, and to involve them in generating ideas about what to design. We ran a co-design workshop at Mozilla to inform our product design, and we’d like to share our experience with you. [...] Our UX team was tasked with improving the Firefox browser extension experience. When people create browser extensions, they use a form to submit their creations. They submit their code and all the metadata about the extension (name, description, icon, etc.). The metadata provided in the submission form is used to populate the extension’s product page on addons.mozilla.org.
  • Firefox Nightly: These Weeks in Firefox: Issue 51