Release candidate: Godot 3.5.1 RC 1 We released Godot 3.5 one month ago, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). A number of issues have been fixed already, so we’re having a look at preparing the 3…. Continue Reading →
libGDX Jam September 2022 With our 22nd collaboration, the libGDX Jam continues the time-honoured tradition of making awesome games using the best framework out there. We encourage camaraderie, teamwork, and good sportsmanship with a side of well-intentioned buffoonery. The general jam rules can as always be found here. To participate take a look at the official itch.io page of the jam. The jam trailer can be found on YouTube. Continue Reading →
Dev snapshot: Godot 4.0 alpha 15 We’re working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. While this process is ongoing, we’ll keep releasing alpha builds so here’s 4.0 alpha 15!… Continue Reading →
GemRB 0.9.1 released! (Life is strength edition) The GemRB team is proud to announce a new release. Continue Reading →
Castle Game Engine: Spread the word about new engine features! Also many other website improvements Look at our brand new features page, that describes important engine features with lots of screenshots! The summary of the features is also repeated on the main web page under the downloads. I have various plans to improve the presentation of it, but at least now I believe we have a solid content 🙂 The … Continue reading ➤ Continue Reading →
Upcoming forced reset of masrter branch on Raze I will do a force push on Raze’s master to eliminate a serious issue with the recent work on the data types. This sits far too deep to remove by other means.If you work with the repo, please be aware of the necessary steps to adjust your local repo.St… Continue Reading →
Godot 4.0 will discontinue visual scripting Visual Scripting was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from… Continue Reading →
Castle Game Engine: New components to generate terrains, along with a demo including water and planting trees I’m proud to announce a new Castle Game Engine feature: terrain components! A new component ( descendant) allows to visually design a terrain and you can of course use it from code or from editor and play with all the properties visually. Terrain height data may come from: A smooth noise, generated with . This … Continue reading ➤ Continue Reading →
Castle Game Engine: KTX – mipmaps, ASTC, Docker – GitHub CLI, Compressonator, macOS fixes, node renames API, TCastlePlane.Size Here goes a list of recent Castle Game Engine improvements that I need to get off my chest 🙂 Overall I’m very happy with the engine state lately — we’ve done good features, we have big things coming (like new physics), and have good base and can polish the experience in many places. This resulted … Continue reading ➤ Continue Reading →
raylib 4.2 released! New raylib release! Nine months after latest raylib, here it is a new version. It was supposed to be just a small update but, actually, it's a huge update with lots of changes a improvements. It has b… Continue Reading →