OpenMW Spotlight: Submit to the three… Hello everyone and sorry for the lack of updates lately. The lack of updates has nothing to do with lack of development. It’s been quite the contrary; a lot has happened since last time. Blame me, Lysol, for the silence. While there are a ton of… Continue Reading →
Writing a 3D Shooter using rg3d – #1 – Character Controller The tutorial has been moved to the book Continue Reading →
Godot Showcase – Primal Light developer interview Welcome to the fourth developer interview following the introduction of the Godot Showcase page! This week, we are interviewing the studio Fat Gem about their first game Primal Light. Introduce your studio in a few sentences. Hi, I’m Shane Sicienski. … Continue Reading →
Fheroes2: version 0.9.1 version 0.9.1 (04 March 2021) Add View World support Add progressive Campaign support Add touchpad support Speed up drawings for World Map by 5% and reduce memory usage by 10% Add Fast Battle option Improve AI and battle logic Add Window resizing on S… Continue Reading →
Joan Fons is hired to work on Godot’s rendering Hello! This is Joan speaking. I’m happy to announce that, starting today, I will be working as a full-time Godot developer! A bit about me I started contributing to Godot about 3 years ago while I was still studying at uni. I quickly felt at home and I… Continue Reading →
Idle Thumbs’ ioquake3 VOD Since the sort-of demise of Idle Thumbs, notorious Phaedrus-enthusiast Nick Breckon has hijacked their Twitch account to play games online with a collection of international Tweens and Teens. This VOD is from Breckon’s ioquake3 session versus thos… Continue Reading →
ET: Legacy 2.77 released! ‘Capture the City!’ It’s massive. It’s stable! It’s GODLIKE! It was also overdue, but now it’s finally time for ET: Legacy 2.77 *’Capture the City!’, our most comprehensive release to date. Yes, we have been saying that about the past… Continue Reading →
Why isn’t Godot an ECS-based game engine? About The topic of why Godot does not utilize ECS comes up often, so this article will explain the design decisions behind that, as well as shed some light on how Godot works. Note: In hopes to avoid misunderstandings, I did changes to the article to b… Continue Reading →
Progress report for 3 months It was quite a while since I did the last post about the progress in rg3d (November 2020, ouch). Now it’s the time to fix that! For last three months rg3d and rusty-editor has gained lots and lots of big features and improvements. Also I started making new game using the engine – a Sci-Fi 3D shooter called Station Iapetus, check the end of the post for more info, but for now just check the video: Continue Reading →