

- #AUTODESK STINGRAY TUTORIAL FULL#
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Like Unreal and Unity, Stingray supports physically based shading: a workflow demonstrated in the video above.Īs well as the lightmap baking functionality provided by Beast, Stingray supports “advanced particle effects, post processed visual effects … and a high-performance reflection system”.Īs you might expect, Stingray also integrates closely with Autodesk’s DCC tools, although the firm has been keen to stress that “nothing is locked to 3ds Max or Maya”.

“It’s a really cool way to bring tools that are used by AAA studios to everybody,” says Adams. While these kinds of toolsets aren’t unique to Stingray – both Unreal Engine and Unity have their own UI, GI and pathfinding systems – it does give indie studios access to a range of widely used middleware. It also integrates with PhysX, Nvidia’s open-source physics system, and Autodesk says that it aims to support more of Nvidia’s GameWorks technologies in future. That brings up another key feature of Stingray: it comes with a set of supporing tools, including HumanIK, AI system Navigation, GI lighting solution Beast, and a new UI-authoring system based on Scaleform. Larger firms willing to pay for the C++ source – it is available, but priced on enquiry – will be able to “make their own Stingray builds, customise core engine components and get source access to all Autodesk middleware”.
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“It feels more like a AAA engine in that it’s so customisable and flexible”.ĭesktop subscriptions won’t include the full source code, but Autodesk says that this combination of JavaScript, Lua and Flow will enable indie studios to author their own “gameplay, tools, shaders and rendering config”. “It’s got a very modern design,” says Autodesk games industry marketing manager Wesley Adams. For less technical artists, Stingray also comes with Flow, a built-in visual programming sytem. Users can customise the engine via JavaScript and JSON, as well as the more conventional option of Lua scripting. Both UI and core tools are written in HTML5, meaning that all of the key files are human-readable and hand-editable. The first key selling point for Stingray, according to Autodesk, is its design. So what has Stingray got that its rivals haven’t?
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It had to launch a new commercial engine against two better-established competitors, both of them free to use.
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Although used on a number of Windows and PlayStation titles, Bitsquid was still a relatively little-known engine.Īnd with Epic Games having just removed the rental fee for Unreal Engine 4, and Unity Technologies announcing a new, more fully featured free edition of Unity 5, Autodesk faced a daunting prospect. Pitched as a complete out-of-the-box development pipeline for small-to-medium-sized game developers, Stingray will become publicly available on 19 August on a pay-as-you-go basis, starting at $30/month.įirst announced at GDC 2015 in March, Stingray is based on the in-house engine of Swedish developer Bitsquid, which Autodesk bought last year.Īt the time, it seemed an intriguing move. Autodesk has revealed more details of its new Stingray game engine, including pricing, an overall feature set, and details of the integration with its other middleware and DCC software.
