Castle Game Engine: TCastleTransform.RenderLayer to render stuff in front, TCastleScene.PreciseColisions, upcoming plans So I have now around 5 things in parallel in progress 🙂 Review and merging of new physics (components for colliders, rigid body, joints) with Andrzej Kilijański. It takes a while, but it’s also a large change, and I want to iron out various API details. Working on big upgrade to FPS game graphics with … Continue reading ➤ Continue Reading →
Rust GameDev: This Month in Rust GameDev #39 – October 2022 Welcome to the 39th 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 →
ACC 1.59 Released This version is mostly to update the included *.acs files with the newest GZDoom 4.9.0 features.It also (should) compile a static binary for Linux/MinGW too. Windows (x86) MS-DOS (x86) Linux (x86) Linux (x64) Mac (x64;arm64) SourceStatistics: Posted b… Continue Reading →
First results from the 4.9.0 survey We now have 1000 survey reports so I think it is time for a first summary.Here’s the most interesting numbers, in parentheses the numbers from 4.7.0 with roughly 1300 users:90% (85%) use Vulkan compatible hardware. This can be further divided into 65%… Continue Reading →
Animation Retargeting in Godot 4.0 This post will talk about animation retargeting, a new feature coming in Godot 4.0. It has already been merged, so anything you read in this post can be done in the current beta version (beta 3). Recently, a lot of attention has been paid to the 3D fea… Continue Reading →
Animation Retargeting in Godot 4.0 Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models. Continue Reading →
Animation Retargeting in Godot 4.0 This post will talk about animation retargeting, a new feature coming in Godot 4.0. It has already been merged, so anything you read in this post can be done in the current beta version (beta 3). Recently, a lot of attention has been paid to the 3D fe… Continue Reading →
Castle Game Engine: New editor features: change class of any component, shortcuts to tools, multi-selection of transforms We continue to improve the editor to make it easier to design large 3D and 2D games. Context menu of each component (available if you click with right mouse button on a component in the hierarchy panel, on the left) contains now a menu “Change Class…”. This allows to change: any class to another class … Continue reading ➤ Continue Reading →
Castle Game Engine: Faster compilation with cache You can speed up the compilation of all future projects if you initialize “compilation cache”. Underneath, it means we will just compile all CGE units to a special “cache” directory (stored inside user directory, independent from the current project) and we start compilation of each project by taking all CGE precompiled units from this cache. … Continue reading ➤ Continue Reading →
GZDoom 4.9.0 released Notice: The survey is currently OPEN. GZDoom 4.9.0 contains survey code. You may OPT IN or OPT OUT when starting this software.Please do not post bugs or issues in release threads! Click hereInportant note to Windows users:GZDoom 4.9.0 changes where g… Continue Reading →