Dev snapshot: Godot 3.6 beta 1 It’s time to start testing the next feature release of Godot 3, packed with over 500 fixes and enhancements which don’t require any compatibility breaking changes! Continue Reading →
Castle Game Engine: Physics layers – configure what collides with what I’m proud to announce new feature that enhances our physics: physics layers. The idea is really simple: you can spread your objects () into multiple layers, and then configure which layer can collide with which. This way you can make certain things ignore other things. For example, maybe enemy_bullets should not hit other enemies or … Continue reading ➤ Continue Reading →
Libre Arts: Weekly recap — 9 April 2023 This is a shorter-than-usual recap. Week highlights: OpenShot 3.1.0 released, GIMP and Krita get new features, Jabier Arraiza is leaving Inkscape. GIMP Several nice little patches are making their way to future GIMP 3.0. Now when you try t… Continue Reading →
Castle Game Engine: Web target – progress and plans After the big engine release of 7.0 (coming really soon!), I’m dedicated to focus on adding the web target as a new engine platform. The goal is simple: allow you to recompile more-or-less any application you wrote using Castle Game Engine (using ) to the web. So you can put your application on a website, … Continue reading ➤ Continue Reading →
GDC 2023: Retrospective We attended the Game Developers Conference (GDC) in San Francisco this year. Continue Reading →
Maintenance release: Godot 4.0.2 As the work on Godot 4.1 continues, more fixes and enhancements become available to existing 4.0 users as patch releases. Meet Godot 4.0.2, addressing more of your reports, including several regressions from 4.0.1, and improving platform support for An… Continue Reading →
Libre Arts: Weekly recap — 2 April 2023 Week highlights: new releases of Blender, QCAD, Qtractor, first pre-release of Inkscape 1.3, new features in GIMP, FreeCAD, Ardour. GIMP CmykStudent added initial support for the QOI file format that is intended to be a replacement for PNG… Continue Reading →
Castle Game Engine: International fonts improvements: better sizing properties, better IME support on Windows (to input e.g. Chinese in TCastleEdit), better example Our demo examples/fonts/test_local_characters was improved a lot. It’s now both simpler and more powerful, shows the advised approaches: just set up TCastleFont to load fonts from TTF/OTF and assign it to (like TCastleLabel.CustomFont) or . See manual about text and fonts. With big thanks to Freedomax, our now works with Windows IME much better. The … Continue reading ➤ Continue Reading →
Castle Game Engine: Come to International Pascal Congress (July 3-7, 2023, Salamanca) to listen to my talk and attend Castle Game Engine course I’m proud to announce I’ll be part of International Pascal Congress, an event taking place July 3-7 (this year, 2023) in the Salamanca city (Spain). You can register now (see the registration page for prices)! Note that 1st early registration phase is only up to the 10th April, and registering early costs less. The program … Continue reading ➤ Continue Reading →
Castle Game Engine: MD3 support improvements: multiple animations, tags, configurable skins As a fan of Tremulous, I’m happy to announce big improvements to our MD3 file format support. Note that we still recommend glTF as the best 3D model format in general. MD3 is an older model format, with some known limitations (precalculated frames per second, no PBR, no runtime manipulation of rig…) but it is … Continue reading ➤ Continue Reading →