Maintenance release: Godot 3.4.4 In parallel to our work on the upcoming feature releases Godot 3.5 (with a second beta) and 4.0 (now at alpha 4!), we backport important fixes to the stable 3.4 branch for use in production. Last month’s 3.4.3 release was found to have a few regression… Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.1-stable A production-quality JMonkeyEngine 3.5 patch release with the following changes relative to 3.5.0-stable: Bugs and defects addressed: various built-in shaders don’t support core profile (issue #1780, PR #1781) AssertionError in ALAudioRenderer (issu… Continue Reading →
Castle Game Engine: New Castle Tester – running all engine automatic tests on all platforms (desktop, mobile, Nintendo Switch…) with all compilers (FPC, Delphi) This screenshot will not win the #screenshotsaturday hashtag, but it took a lot of effort to achieve 🙂 Thanks to Andrzej Kilijański we have a big upgrade to our automatic tests application, available as always in tests/ subdirectory of CGE. Instead of using FpcUnit, the application can now use our own testing framework CastleTester that … Continue reading ➤ Continue Reading →
ET: Legacy Competitive Ladder ET: Legacy 3on3 Ladder is here! The long-awaited ladder system is now ready and waiting for you to join in! Head over to https://reddal.gg/ to sign-up, create your team and challenge others to score points and get a position on the lad… Continue Reading →
Release candidate: Godot 3.4.4 RC 2 Godot 3.4.3 was released less than 3 weeks ago, but a few significant regressions were found in that release, so we’re fast-tracking the release of Godot 3.4.4 to solve those. This Release Candidate adds a handful of fixes, including several regression… Continue Reading →
Dev snapshot: Godot 3.5 beta 2 It’s already been 2 months since 3.5 beta 1! Between biweekly 4.0 alpha builds and maintenance releases for the stable branch (3.4.3, 3.4.4 RC 1), the release team – i.e. me – is spread thin… but these two months gave time for a lot of improvements i… Continue Reading →
Castle Game Engine: Mirrored Repeat mode, TextureProperties.BoundaryModeS/T/R support Thanks to Matthias (Free Pascal meets SDL) we now support “mirrored repeat” mode for textures, for both glTF and X3D models. We also support X3D TTexturePropertiesNode.BoundaryModeS/T/R properties, which allow to request a wrapping mode — clamp, repeat, or mirrored repeat. (see TBoundaryMode) The way you would request it in Pascal is by creating and adjusting … Continue reading ➤ Continue Reading →
Castle Game Engine: Creating Debian Packages with Castle Game Engine build tool Debian is a popular Linux distribution, also serving as a base for other Debian-based distributions like Ubuntu. You can now easily create a Debian package, .deb file, from any game! From Castle Game Engine Editor use menu option Run -> Package Format -> Debian Package (DEB) and then Run -> Package. Or use command-line build … Continue reading ➤ Continue Reading →
Castle Game Engine: GitHub Actions We now use GitHub Actions to automatically test and build CGE, in addition to our existing CI with Jenkins. The main advantage of GitHub Actions for us, from a high-level view, is that they are more friendly to new contributors. They work in every fork (even before you do any pull pequest) automatically. Jenkins, OTOH, … Continue reading ➤ Continue Reading →
Rust GameDev: This Month in Rust GameDev #31 – February 2022 Welcome to the 31st 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 →