Major milestone ready for testing: Godot 4.0 alpha 1 is out! The new year is often the time for new beginnings, and 2022 is on schedule to mark a new chapter in Godot’s history. Slowly but surely we are getting to the release of the new major version of the engine — Godot 4.0. But to get there, we first need to … Continue Reading →
Raze 1.4.0 released Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) Windows 64-bit Linux 64-bit macOS SourceVisit the new homepage (still under construction)This new release brings several bug fixes and improvements:added custom postprocessing shader support usin… Continue Reading →
Raze 1.4.0 released Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) Windows 64-bit Linux 64-bit macOS (1.3.1) SourceVisit the new homepage (still under construction)This new release brings several bug fixes and improvements:added custom postprocessing shader supp… Continue Reading →
Castle Game Engine: Many documentation updates Documentation is the theme of recent news, as I work intensively on updating our manual 🙂 Added section about TCastleBehavior. Improved X3D example to show building a mesh. Update to user interface page is in progress, using an updated version of examples/component_gallery. It is not yet finished, but I feel it is already better. Documentation … Continue reading ➤ Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.0-stable A production-quality release of JMonkeyEngine with the following noteworthy changes relative to v3.4.1-stable: Upgrade considerations (potential breaking changes): explicitly requires Java v8 or higher (issue #1661) cannot create a GL window on armh… Continue Reading →
Godot Showcase – Friday Night Funkin’ VR developer talks about his experience Welcome to a Godot showcase developer interview! This week, we interviewed Ben Kurtin about his experience developing and releasing a VR recreation of the hit rhythm game Friday Night Funkin’. Introduce yourself in a few sentences. Hi! I’m Ben Kurtin,… Continue Reading →
Castle Game Engine: New TCastleTransformReference class, to efficiently reference another TCastleTransform within the same viewport I implemented to reference another within the same viewport. This is an efficient way to use the same multiple times, which is great for memory and speed. Consider using this when you need a lot of copies of something, e.g. lots of trees or grass patches. All the instances share the same state with the … Continue reading ➤ Continue Reading →
Castle Game Engine: Big improvements to Android documentation and building If you haven’t yet compiled any application for Android, now is the best time! First of all, our documentation how to setup Android tools and build your first Android application is now much shorter and easier to follow. It properly documents now: The easiest approach to installing Android SDK. I removed a lot of outdated … Continue reading ➤ Continue Reading →
Flare: Flare 1.13 Release Candidate 2 The second release candidate for Flare 1.13 is now available. For a list of changes since the previous release candidate, see the release notes. Submissions for translation updates are still open until Jan 30. See the Translations page on the Continue Reading →