jMonkeyEngine: jMonkeyEngine 3.9.0-alpha2 What’s Changed Undeprecate LoopMode by @capdevon in #2477 MorphTarget: Add Missing License and Javadoc by @capdevon in #2464 Return normal of sphere shaped emitter by @riccardobl in #2469 Fix bbox validation check in particle emitter by @riccardobl in… Continue Reading →
Libre Arts: Weekly recap — 29 June 2025 This post consolidates events of the last two weeks. Highlights: new releases of GIMP, darktable, Cardinal; new features in FreeCAD and Ardour. GIMP 3.1.2 This is the first release in the series leading up to v3.2 expected, oh well, frankl… Continue Reading →
Castle Game Engine: URL improvements: castle-config:/ protocol, use UriExists and FindFiles on any URL (including e.g. zip), TCastleMemoryFileSystem We present a number of improvements to our URL system, which is the basis for all engine resource loading and saving: We introduced castle-config:/ URL protocol, to save files in a system-specific place (directory) that is “persistent” for given user. It points to a specific directory that is by convention writeable and should be used … Continue reading ➤ Continue Reading →
Maintenance release: Godot 3.6.1 Godot 3.6 was released in September last year, and it has been mostly stable, although there have been a few more important bugs which warrant a maintenance “patch” release (3.6.x). As well as bug fixes, this release also contains some cherry-picks fro… Continue Reading →
What’s New in Android & XR What’s New in XR & Android GodotCon 2025 recap A few weeks ago during GodotCon Boston 2025, David Snopek, Logan Lang and I gave the latest updates on the state of Android and XR for the Godot engine. Please note that the VOD isn’t available yet. Th… Continue Reading →
Castle Game Engine: Slides and example from Delphi Day 2025 presentation and after-thoughts (Afterwarp, shadow maps, BGFX and deferred rendering) I’m traveling back home after enjoying Delphi Day 2025 in Piacenza. I think I’ve made a nice presentation about the engine features. Slides are available here and one new (simple and fun 🙂 ) example is part of the engine now: examples/physics/physics_throw_chickens. During the talk, I also showed a number of existing projects, including platformer, … Continue reading ➤ Continue Reading →
A new convention to look forward to: GodotFest – Save the Date! We’re excited to announce a new annual, independent convention centered around Godot: GodotFest! What does this mean? It means we’ll now have another annual Godot event to look forward to! GodotCon, will still be organized by the Godot Foundation in 20… Continue Reading →
Libre Arts: Weekly recap — 15 June 2025 Week highlights: new release of Audacity and Kdenlive, new features in GIMP, Inkscape, and Ardour. GIMP Jehan created a tag for GIMP 3.1.2 in the desktop files, so the first unstable release in the 3.1 series is likely coming soon. This wi… Continue Reading →
libGDX Jam June 2025 With our 33rd collaboration, the libGDX Jam continues the time-honoured tradition of making awesome games using the best framework out there. We encourage camaraderie, teamwork, and good sportsmanship with a side of well-intentioned buffoonery. The general jam rules can as always be found here. To participate take a look at the official itch.io page of the jam. The humorous jam trailer can be found on YouTube. Continue Reading →
Castle Game Engine: Shaders! Large new documentation how to use shaders with Castle Game Engine, and new “shader libraries” (for now: to convert worldeye space comfortably), and new SetEffects methods We’ve done a number of improvements to our shaders support, and it starts with one big thing: We have a new documentation how to use shaders with Castle Game Engine. Recommended reading! This documentation shows the most recommended way to use shaders in Castle Game Engine, combining simplicity with power: It starts with up-to-date explanation … Continue reading ➤ Continue Reading →