Castle Game Engine: Join our 5th Open Meeting (“Spring 2023”) on Discord this Saturday (March 18) You know the drill — our quarterly meeting on Discord, open to everyone, is this weekend! Join us and talk about Castle Game Engine 🙂 The meeting will happen at 15:00 (UTC timezone) this Saturday, March 18th, 2023. Simply join our Discord chat and go to the #open_meeting channel. You can just visit this link … Continue reading ➤ Continue Reading →
Release candidate: Godot 4.0.1 RC 1 Following the biggest Godot release ever we’ve collected several critical fixes and smaller usability improvements to make your experience with 4.0 more pleasant. This is the first release candidate for early adopters to test the changes, with the stab… Continue Reading →
Libre Arts: Weekly recap — 12 March 2023 Week highlights: new features in GIMP and HDRview, new releases of Armory 3D, VCV Rack, and plugdata. GIMP CmykStudent added a checkbox that temporarily disables the floating on-canvas toolbar for the Text tool. The patch is currently sitt… Continue Reading →
Castle Game Engine: Mobile (OpenGLES) rendering upgrades: occlusion query, anisotropic filtering, 3D textures, shadows; plus new occlusion query demo Our OpenGL and OpenGLES code is now more streamlined, which allowed to “unlock” various rendering features on OpenGLES. This means we will use some features from OpenGL ES 3.0, if it is available: Occlusion Query, that is also showcased in a new demo examples/viewport_and_scenes/occlusion_query. 3D textures (example data in demo-models, look in texturing_advanced subdirectory). Using … Continue reading ➤ Continue Reading →
Castle Game Engine: We now use dedicated GPU automatically for all new projects Many laptops come now with 2 GPUs: a slower one that consumes less battery and a “dedicated” GPU consuming more battery but capable of much better speeds, esp. when used with non-trivial 3D data. The CGE editor and your applications automatically use the “dedicated” GPU now. More information about this feature, the documentation how to … Continue reading ➤ Continue Reading →
Maintenance release: Godot 3.5.2 We’ve just released Godot 4.0 after 3+ years of intense development, but we also still support the existing 3.5 stable branch. This maintenance release fixes a handful of issues which have been solved in the past few months, and could be backported to … Continue Reading →
Rust GameDev: This Month in Rust GameDev #43 – February 2023 Welcome to the 43rd issue of the Rust GameDev Workgroup’s monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem … Continue Reading →
Godot & Friends at GDC 2023 We are going to be at the Game Developers Conference (GDC) 2023, which will take place in San Francisco from March 20th to March 24th. Continue Reading →
Libre Arts: Weekly recap — 5 March 2023 Still settling in, shorter recap again. Week highlights: new releases of GIMP and Godot, new features in Krita and Inkscape. GIMP 2.10.34 The GIMP team released another update in the stable series, mostly with bugfixes and some minor new f… Continue Reading →
Castle Game Engine: User interface features: render with mask (new TCastleMask component), better slider default look, new option ProtectedSidesScaling New component allows to define a mask (using an arbitrary UI control) and use this mask to limit rendering the children. The mask may be any UI control (or a composition of it). The colors do not matter, only which pixels are drawn by the mask. E.g. you can define a mask using An image … Continue reading ➤ Continue Reading →