Raze 1.6.2 released Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) Windows 64-bit Linux (Portable) 64-bit (1.6.1) macOS (1.6.1) SourceThis is a bugfix release addressing the following issues:FString fixes.call FullGc twice, because once does not seem to be suffi… Continue Reading →
Castle Game Engine: Ton of editor improvements – around views, run parameters, help, drag and drop We’ve made a lot of editor improvements lately, including features, fixes and UX improvements. This post goes with big “thank you!” to everyone testing and providing feedback! I am seriously proud of how the engine became much more user-friendly and approachable in the recent months. A number of big changes (big in their impact, but … Continue reading ➤ Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.6.0-alpha1 A non-production release, for development and testing only, not intended to be used in any product. Largely untested, without complete/reliable documentation, and without SDK support. Vital features may be missing. The feature set, API, and serializati… Continue Reading →
Naming the textures for the Build games As part of our long term roadmap for Raze a new UDMF-like map format is part of the plan.There’s one problem with this, though: Build has no texture names – only numbers, which does not mix that well with UDMF.So my idea was to ask the community to he… Continue Reading →
2022: A Retrospective The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year. Godot 4.0 The work of Godot 4.0 begun in 2019 when I forked it after 3.1 was re… Continue Reading →
2022: A Retrospective The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year. Continue Reading →
2022: A Retrospective The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year. Godot 4.0 The work of Godot 4.0 begun in 2019 when I forked it after 3.1 was rele… Continue Reading →
Castle Game Engine: Blending sort for scenes, behaviors docs, controlling sound source playing, tooltip control Enjoy new features and a happy New Year! 🙂 (Note: I will not make predictions for next year this time. Because I am hard at work making new Castle Game Engine release, planned for the Christmas that happened last week! 🙂 ) New stuff: New property , which you will usually use as MyViewport.Items.BlendingSort, allows … Continue reading ➤ Continue Reading →
Castle Game Engine: Summary of the New Physics Capabilities At the beginning of December we merged a big work on physics (and many related features) and later we merged another big work on physics joints (another big merge, 363 commits). It’s time to provide to you some readable summary of all the improvements 🙂 I also wrote a nice documentation about physics. And remember … Continue reading ➤ Continue Reading →
Castle Game Engine: TUIState is now TCastleView, methods to change the view are now part of Container, new slick UI when opening the project We have an important change to one of our most important concepts: states (TUIState descendants) are now called views (and descend from ). It’s a change in terminology, and a change in API. While previously you were changing states using class functions and properties, like TUIState.Current := Xxx, now you should use regular container methods, … Continue reading ➤ Continue Reading →