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 →
Dev snapshot: Godot 4.0 alpha 14 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 couple of weeks ago. While this process is ongoing, we’ll keep releasing alpha builds so here’s 4.0… Continue Reading →
Rust GameDev: This Month in Rust GameDev #36 – July 2022 Welcome to the 36th 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 →
GSoC 2022 – Progress report #1 Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. This year we selected 3 projects, and the 3 students and their mentors have now been working on their projects for two months. We asked them… Continue Reading →
Fheroes2: version 0.9.18 Fix many issues related to music MIDI playback on Windows MIDI playback on all devices will sound the same since the engine uses custom sound font (Windows OS only) Rework of Adventure Map rendering to fix many issues with heroes, boats and objects on… Continue Reading →
The [imgur] tag I hope by now you’ve noticed that the forums have changed a little bit. You didn’t? How’d you manage that?Anyway – one of the things that had to be changed in the update was the flexibility of the [imgur] tag. In the older version of the forum softwar… Continue Reading →
Castle Game Engine: Drag and drop in the editor improvements A few improvements to the drag-and-drop experience in our editor: You can drag-and-drop from “Files” to “Hierarchy” panel. This will add a child to the currently selected item in the tree view. You can drag-and-drop images from “Files” to the central design area even when you’re not over a viewport. From such image, we will … Continue reading ➤ Continue Reading →
Castle Game Engine: Bump mapping – updated documentation, example, defaults, everything is simpler now :) We’ve made some small updates to how bump mapping (normal maps) work and wrote a nice simple documentation how to use bump mapping in our engine. Advised reading: bump mapping (normal maps) in Castle Game Engine. The default bump mapping is now bmBasic, this is much more natural than previous bmSteepParallaxShadowing. Using the parallax bump … Continue reading ➤ Continue Reading →