As Apple’s software development kit (SDK) presentation continues, SEGA reveals what they’ve had up their sleeve—Super Monkey Ball. Boasting an excellent framerate, the developers claim: This is not a cellphone game. This is a full console game. And we underestimated the power of the device. We had to fly in a developer to upscale the art for the iPhone.
Bonus shot after the jump.
Good news software enthusiasts! The final version of the Enemy Territory: Quake Wars software development kit is available on the Quake Wars community site. Along with the now complete SDK, players can download the MegaTexture Media Pack to create new in-game surfaces.
Even if you aren’t the crazy, self-sacrificing DIY programmer type, any ETQW fan can appreciate that a full SDK means new, full maps and mods are on their way. Now if only those crazy, self-sacrificing DIY programmer types would get off their asses and do some coding…
Massive today continues to support the World in Conflict community, making the software development kit (SDK) to its popular action RTS available for download.
The SDK will allow users to modify most aspects of the game to create everything from tiny tweaks to weapons and units, to full-blown conversions that change the very foundations of the game.
The release of the SDK brings the free program count for World in Conflict up to four, when you include the map maker, movie maker and the broadcast tool. Can anyone think of anything else they’d like to see? Because I’m clean out of ideas.
The SDK even comes with its own wiki, to aid budding mod makers with the basics.
If you’re interested in downloading the SDK, you can grab it via Internode (and plenty of other mirrors, I’d imagine). Also, take note of the requirements:
The installation requires: - World in Conflict version 1.0.0.3 - WicEd version 1.0.0.1 (WicEd + Hot fix) - 5-6 GB of additional disk space per installation of the Mod Kit. - Admin rights on the computer
Sounds reasonably manageable to me.
The Mod Kit is unleashed! [Massgate.net]
Microsoft has announced a new “visual simulation platform,” dubbed ESP, to be released in January 2008. The company imagines the toolkit will be used to create applications for training, learning, modening, military, and aviation. Microsoft ESP enables the innovative use of visual simulation for immersive learning and decision-making, supports PC-based commercial off-the-shelf (COTS) hardware and software, and enables simulations to be built faster and more cost-effectively.
ESP seems to be an extension of the Microsoft Flight Simulator platform, which the company has been extending for some time as an application development environment.
Hard to tell how it will work just yet, but Microsoft does have a history of making visual programming tools very easy to use for ordinary developers. The price? $US 99 for the SDK.
Microsoft ESP Debuts as a Platform for Visual Simulation [CNN Money]
In this week’s Steam update, Valve has revealed they have updated the Source SDK for games included in The Orange Box. This means modders will now be able to easily create new maps and content for their favourite games including Half-Life 2, Portal and Team Fortress 2. You can access the SDK through the “Tools” tab in your friendly neighbourhood Steam client. If they like your mod enough, you may even find it featured on the Steam site. Good luck and happy modding!
The latest edition of the Source software developers kit adds support for the three most recent releases from Valve in Portal, Team Fortress 2 and Half-Life 2: Episode Two. You may know them collectively better as The Orange Box. That means we should be on the receiving end of a slew of new Portal and Team Fortress 2 user created maps courtesy of the Hammer World Editor and fabulous machinima nearing the levels of Valve’s internally created TF2 character class clips courtesy of the Faceposer tool.
Details on the Source SDK are available at the Valve Developer Community wiki and should give budding map designers a good place to start. Quick, someone remake a working de_dust2 in Portal before the next guy does.
According to developer blog Inner Bits, Sony has pushed out the 1.80 version of its PLAYSTATION 3 software development kit, adding a trio of handy new features for programmers. In addition to those new treats, Sony has decreased the memory footprint of the operating system on the PS3′s main and graphics RAM. What once required 96MB of the PS3′s 512MB of RAM now only demands 72MB of RAM. That should hopefully lead to better looking games that require less loading from disk.