Armory 0.4

New builds are up and can be downloaded at:

itch.io Armory3D by armory 3D Game Engine for Blender

Support Armory development on Patreon:

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Get started:

http://armory3d.org/manual/#/getting_started/setup

Note: Using the built-in updater will not pull in all updates, please get the full package manually from itch.io or clone the sdk if you are migrating from 0.3.

Release notes:

Check out full commit logs:

Highlights:

Armory is free and open-source game engine now!

0.4a builds are up, includes fixes from the 0.4 testing period and updated b2.8 build

Cloning & building Armory is easy, you can set up the SDK in your Blender manually:

http://armory3d.org/manual/#/dev/gitversion?id=manual-clone

Introducing Blender 2.8 support!

Both b2.79 and b2.8 versions are available, both have Kode Studio included. Viewport player is now migrated to b2.8.

Use b2.79 build by default, b2.8 is experimental. If you wish to give it a spin there is a dedicated tanks game example:

https://github.com/armory3d/armory_tutorials/tree/master/tanks_b28

Added preliminary 3rd person template:

https://github.com/armory3d/armory_templates/tree/master/third_person

https://github.com/armory3d/armory_templates/tree/master/third_person_b28

Armory can run on HashLink now, this technology compiles Haxe to C, suitable for game deployment. HashLink targets have been added to the Armory Exporter.

Added a new Voxel World template. Requires coding knowledge for now, will get accessible from logic nodes in the future.

https://github.com/armory3d/voxel_world

Performance for the animated characters has been significantly improved. More still to come!

Tessellated/vertex displacement has been improved

http://armory3d.org/manual/#/graphics/materials

Materials / sounds with fake user are correctly preserved during export now

Rigid Body World parameters are taken into account



Fixes to the Normal Map and Bump nodes

Voxel GI is now faster, especially when using multiple lamps

Diffuse BSDF node is now diffuse only Added Specular socket support for Principled BSDF .

More fixes pushed for the procedural texture nodes

Gate logic node improved - added Almost Equal comparison, False output socket, Vector nodes can now be compared

Added Mix and Vector Mix nodes

Added Stop Agent node for controlling navmesh agents

Added Set Material Slot node, allows to replace object material at a given slot

Implemented Trait and Get Trait node - allows to work with traits using logic nodes

Added Get Velocity and Apply Impulse At Location by @AnadinX

Show Mouse node has been added - gives control of the mouse visibility



Play Speaker and Stop Speaker nodes added, speaker volume property now working



Fixes to the multi-material meshes - splitting meshes by material should be eliminated now!

Further improved material compiler, added material_vault scene. Check out cc0textures.com for textures!

https://github.com/armory3d/material_vault

Added Filter property to the Armory Render Path - Post Process - Resolution - Custom . Tested on celshade scene:

https://github.com/armory3d/armory_templates/tree/master/celshade

Added support for WebAssembly modules

Programming Armory in C through WebAssembly:

http://armory3d.org/manual/#/code/wasm?id=programming-armory-in-c

Programming Armory in Rust through WebAssembly:

http://armory3d.org/manual/#/code/wasm?id=programming-armory-in-rust

Added example on retrieving camera view image:

https://github.com/armory3d/armory_examples/tree/master/screen_image

Added example on calling Haxe from JS:

https://github.com/armory3d/armory_examples/tree/master/call_hx

Call JS from Haxe:

https://github.com/armory3d/armory_examples/tree/master/call_js

Updated navmesh example with enemy chasing the player:

https://github.com/armory3d/armory_examples/tree/master/navmesh

Videos:

Thanks to all creators for the new introduction videos!

Feel free to explore repositories on GitHub for more stuff:

Hunt all the bugs, help Armory reach 1.0:

Next up:

I am working on another update covering plans for the future of Armory. The engine has started to grow way faster than I anticipated - super excited to reveal what’s next!

Please keep the bug reports coming.