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There are 1,758 posts filed in Engine (this is page 137 of 176).

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GLES2 renderer optimization – 2D batching

While Juan (reduz) has been busily working on Vulkan, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch.
One of the most eagerly awaited 2D featur…

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Dev Planet in Engine | 2020-04-09 | Comment

Rust GameDev: This Month in Rust GameDev #8 – March 2020

Welcome to the eighth 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…

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Dev Planet in Engine, Tools | 2020-04-08 | Comment

C# progress report: iOS and signals as events

Initially and for quite some time C# was only supported in Godot on desktop platforms. In the last year we made good progress extending support to Android and WebAssembly, and now it’s time to add iOS to that list as well.
In this progress report I’m a…

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Dev Planet in Engine | 2020-04-06 | Comment

raylib 3.0 released!

After 10 months of intense development , new raylib version is ready. Despite primary intended as a minor release, the CHANGELIST has grown so big and the library has changed so much internally th…

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Dev Planet in Engine | 2020-04-01 | Comment

OpenRA: Playtest 20200329

Today’s playtest addresses the issues discovered in the previous playtest, and hopefully constitutes our last release candidate for this cycle.

The changes in playtest-20200329 include:

The return of the ability to use right-cli…

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Games Planet in Engine, RTS | 2020-03-29 | Comment

Core refactoring progress report #2

As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.
Core refactoring
Core refactoring is mostly work on the most low …

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Dev Planet in Engine | 2020-03-28 | Comment

Custom sky shaders in Godot 4.0

A common problem facing users in Godot 3.x was the inability to create dynamic skies that update in real time. We aim to change that by introducing sky shaders.
If you are interested in the implementation, you can find the code on GitHub.
Update 24-03-…

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Dev Planet in Engine | 2020-03-23 | Comment

Student applications for GSoC 2020 open today

Godot Engine is for the third time participating in the GSoC (Google Summer of Code) program. For the unaware, it is a worldwide internship program realized by Google every year, in which university students spend the summer contributing a project to a…

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Dev Planet in Engine | 2020-03-16 | Comment

Openage: The openage Converter – Part I: Reading Data

We present the structure of the new converter and how we read data from .dat files.

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Games Planet in Engine, RTS | 2020-03-13 | Comment

Maintenance release: Godot 3.2.1

Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixe…

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Dev Planet in Engine | 2020-03-10 | Comment

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