Autodesk Inc., a world leader in 3D design software for entertainment, natural resources, manufacturing, engineering, construction, and civil infrastructure, has released 1.8 version of Stingray Game engine, a game engine and 3D application aimed at indie game developers.
Autodesk Stingray was released back in 2015, but before we take on the game engine right away, let’s clear the dust about its maker. Autodesk is the owner of corporate software like AutoCad, 3D Studio Max, Maya, Maya LT, and ZBrush, all of which dominate the arena of 3D design engineering, game design, and animation. So the news of Autodesk rolling out Stingray was a pleasant surprise not for game developers but 3D artists as well.
Stingray beats down other 3D game engines because of the native relation between Stingray and its factory mate software used for building 3D characters and environments. The offer might be new, but Autodesk has a reputation of not quitting on their stuff without making the products wholesome, so expect top of the class functionalities and features in coming days including user-developed plugins. If you are thinking about rendering, then nothing does it better than Autodesk’s Beast.
Stingray 1.8 includes a new non-interactive mode for the light baker, built-in support for splash screens in the appkit, and experimental support for the Hololens platform. Now that both WebAssembly and WebGL 2.0 are released, the workflow to run your project in a web browser has officially graduated out of experimental mode, and the process to deploy is smoother than ever.
In addition, you’ll find some nice usability improvements in the Capture Frames tool, the Particle Editor, and the Asset Browser. An updated GoogleVR template lets you create hybrid apps that can run with or without VR. Plug-in developers will want to check out the new public stingray-plugin repo on GitHub, which has everything you need to get started, including a great new tutorial.