Castle Game Engine: Images in UI: Regions (subset of image) and visual editing of both region and 9-slices With big thanks to Freedomax PR, our images in user interface are now much more powerful: Every image has a region which defines a subset of the image to render. This allows to use a big atlas image to define a whole user interface like in this example UI on OpenGameArt and for each component … Continue reading ➤ Continue Reading →
Rust GameDev: This Month in Rust GameDev #45 – April 2023 Welcome to the 45th 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 →
Libre Arts: Weekly recap — 28 May 2023 Once again, a very short recap. Week highlights: Blender Studio announces their next open movie project, Intel Open Image Denoise 2.0 is out with major improvements, Krita and Ardour are getting new features. GIMP When I posted last week t… Continue Reading →
Castle Game Engine: Using Sketchfab API to search and download glTF (to be integrated in Castle Game Engine) This was super-fun and super-quick to develop (thanks to GitHub Copilot) 🙂 I present a sample application that searches Sketchfab and downloads glTF model matching given query string. For extra effect, it even opens the model with view3dscene if it is present on $PATH. By default it looks for cthutlhu and happily downloads the first … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 3.6 beta 2 Another beta build for Godot 3.6, implementing important bug fixes and some new features for existing games in production. Continue Reading →
Castle Game Engine: Tiled maps: examples updated (see the new “strategy game demo”), API and docs improvements (how to determine tile picked by mouse, and more) Example examples/tiled/strategy_game_demo was upgraded to use our new TCastleTiledMap component. This is a complete turn-based strategy game using our Tiled integration! As part of this, the game now features map panning and zooming “for free” thanks to the usage of in the viewport. It’s nice to see our approach (“map in viewport is more flexible”) … Continue reading ➤ Continue Reading →
Libre Arts: Weekly recap — 21 May 2023 Week highlights: Blender 3.6 beta is out, MLT gets more 10-bit video support, VGC Illustration gets UI update and new tools, DrMr sampler gets a new life in a fork. GIMP The GIMP team is meeting live this week somewhere in the EU, for the … Continue Reading →
Castle Game Engine: Shadow volumes: new WholeSceneManifold option, fixes and docs A new feature of our shadow volumes is that you can turn on to say that the whole scene must be a closed volume (2-manifold), not necessarily each shape. This makes especially sense if your model is, as far as geometry in a 3D authoring tool like Blender is concerned, a single mesh but with … Continue reading ➤ Continue Reading →
Libre Arts: Weekly recap — 14 May 2023 This is a very brief recap. Highlights: further steps towards non-destructive editing in GIMP, new features in Krita, new releases of OpenToonz and PlugData. GIMP Two patches by CmykStudent have been merged to the main development branch: … Continue Reading →
Release candidate: Godot 4.0.3 RC 2 Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes. Continue Reading →