Castle Game Engine: “Eye of the Beholder” example To start the weekend, I added a new example to Castle Game Engine showing the navigation in games like “Eye of the Beholder”: moving on a grid, rotating by 90 degrees, crawling a dungeon with a group of heroes 🙂 The example is in examples/eye_of_beholder directory of engine sources. Just open with CGE editor and … Continue reading ➤ Continue Reading →
Rust GameDev: This Month in Rust GameDev #41 – December 2022 Welcome to the 41st 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 →
ET: Legacy 2.81 – Incoming! It’s happening, everybody! We are kicking off the year 2023 with a massive release and there is so much MORE on the horizon! 20th Anniversary LAN Initially released in 2003, we have the 20th anniversary of ET incoming in May. For a pr… Continue Reading →
Dev snapshot: Godot 4.0 beta 16 We’re now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. The beta snapshots cadence allows us to better measure the overall stability and quickly catch regressi… Continue Reading →
Dev snapshot: Godot 4.0 beta 16 We’re now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta includes .NET 7 support, better RichTextLabel minimum size calculation, and a lot of general … Continue Reading →
Dev snapshot: Godot 4.0 beta 15 We’re getting dangerously close to Release Candidate, finalizing many of the remaining high priority issues. This beta adds support Unicode identifiers in GDScript, custom resources in the Quick Open menu, multiple active plugins in parallel, and more! Continue Reading →
Dev snapshot: Godot 4.0 beta 15 We’re getting dangerously close to the first Release Candidate for Godot 4.0, and focus on finalizing many of the remaining high priority issues. The beta snapshots cadence allows us to better measure the overall stability and quickly catch regressions… Continue Reading →
Rust GameDev: Rust Graphics Meetup 3 The third Rust Graphics Meetup will take place on Jan 28th at 16:00 UTC+0. This meetup is a chance to see what others have been working on in the Rust graphics community. You can see videos from the previous meetups here. The meetup will take place… Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.6.0-beta1 A non-production release for development and testing, which will hopefully lead to a “stable” release. Noteworthy changes relative to 3.6.0-alpha3: Bugs and defects addressed: Fix #1917 (RendererException in ScreenshotAppState: Attempting to upload … Continue Reading →
Castle Game Engine: Big improvements and optimizations for Tiled maps handling in TCastleScene This post somewhat retracts yesterday’s post, because I had a busy sleepless night and fixed some issues with loading Tiled in that I mentioned yesterday 🙂 I did a significant refactor of how it works. I’m proud to say that loading Tiled maps into is now our recommended approach to using Tiled maps. The big … Continue reading ➤ Continue Reading →