Godot 4.0 Documentation Sprint With the release candidate for Godot Engine 4.0 being just around the corner, we want to make sure that the community is fully prepared and can dive right into it as soon as the new version is available. To that end, this is a call to action — to help … Continue Reading →
Dev snapshot: Godot 4.0 beta 11 With the end-of-the-year celebrations past us, we are ready to get back to work and continue our regular Godot 4.0 beta releases. Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and … Continue Reading →
Dev snapshot: Godot 4.0 beta 11 First snapshot of the year, Godot 4.0 beta 11! We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 … Continue Reading →
Dev snapshot: Godot 4.0 beta 11 With the end-of-the-year celebrations past us, we are ready to get back to work and continue our regular Godot 4.0 beta releases. Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and … Continue Reading →
OpenRA: Playtest 20230110 We are kicking off New Year with a new playtest! Notable changes in Playtest 20230110 include: Fixed sound device detection on linux Fixed Discord game invites Fixed replays locking up when one of the players dropped… Continue Reading →
Castle Game Engine: Comfortable Windows installer of Castle Game Engine, plus notes how to integrate InnoSetup with Jenkins and into your own applications Our Castle Game Engine download page now recommends Windows users to download the engine as a self-extracting installer (EXE), which is a typical installation method on Windows. The installer is done using excellent and popular Inno Setup. It will install CGE to a user directory, like C:\Users\USERNAME\AppData\Local\Programs\Castle Game Engine, where it will likely live along … Continue reading ➤ Continue Reading →
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 →