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 →
Castle Game Engine: Almost-automatic batching for TDrawableImage, Tiled rendering incredibly faster (like 30x), ability to load Tiled into TCastleScene, new isometric game demos and the plan for 2D games based on maps OK, this post title is probably too long 🙂 But I really want to announce a few related things, and talk about related plans. Bear with me, and read on if you’re developing 2D games using Castle Game Engine with something like a map underneath. I’m happy to announce a very powerful and easy to … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 4.0 beta 14 With the first Godot 4.0 Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! Such cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features… Continue Reading →
Dev snapshot: Godot 4.0 beta 14 Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This time around there are improvements to CanvasItem draw methods, TileMap, AnimationStateMachine, and more! Continue Reading →
New Password Requirements and Password Reset Hey everyone! We’ve been having a bit of trouble with compromised accounts on here of late, so we’ve implemented a new password complexity requirement on all accounts, effective immediately. Upon logging in for the first time after today, you will b… Continue Reading →
Dev snapshot: Godot 4.0 beta 13 With the first Godot 4.0 Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! Such cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features… Continue Reading →
Dev snapshot: Godot 4.0 beta 13 Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This week major important changes come to animation, with an unfortunate but necessary feature rollback. We also deliver a new tool for cross-platform development. Continue Reading →
Godot for AA/AAA game development – What’s missing? Godot 4.0 is coming out soon. It includes major improvements all across the board in features, performance, and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings? Godot 4.0 im… Continue Reading →
Godot for AA/AAA game development – What’s missing? Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings? Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.6.0-alpha3 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 →