Fheroes2: version 1.0.2 Add virtual keyboard support for touch devices Add new option icons and missing part of Captain’s Quarter in Sorceress Town Fix multiple issues with sounds on objects on Adventure Map Improve Adventure Map rendering speed Fix many issues with spells a… Continue Reading →
February – Last Month in Minetest (11) In February, a method for getting clients’ game window information was added and map viewing performance was greatly improved. Repixture added boats, and there is a new artistic server on the serverlist. Engine News Games News Mods News Art… 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 →
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 →
jMonkeyEngine: jMonkeyEngine 3.6.0-beta3 A non-production release for development and testing, which will hopefully lead to a “stable” release. Noteworthy changes relative to 3.6.0-beta2: Bugs and defects addressed: resolve issue #1955 (Can not play vorbis audio on Android API 31+) by @Scr… Continue Reading →
Godot 4.0 sets sail: All aboard for new horizons It’s official. Today marks the beginning of a new era for Godot. After 3+ years of breaking and rebuilding from the ground up, we’re thrilled to say: Welcome to the start of Godot 4! Continue Reading →