Raze 1.3.0 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:Blood fix some major issues rendering modern fe… Continue Reading →
Raze 1.3.0 released Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) Windows 64-bit Linux 64-bit macOS (1.2.1) SourceVisit the new homepage (still under construction)This new release brings several bug fixes and improvements:Blood fix some major issues rendering m… Continue Reading →
Release candidate: Godot 3.4.1 RC 2 Godot 3.4 was released a month ago, and it went fairly smoothly! Many thanks to all the contributors who worked on it, including all testers who tried beta and RC releases to ensure that the 3.4-stable branch would be an easy and worthwhile upgrade pat… Continue Reading →
Fheroes2: version 0.9.10 Add French, Polish and German language support for any version of the game Improve AI logic handling spells in the battle and its inability to land on a beach Fix the logic related to pathfinding and calculation of terrain penalty for heroes on map Up… Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.4.1-stable A production-quality JMonkeyEngine 3.4 patch release with the following changes relative to 3.4.0-stable: Bugs and defects addressed: crashes while deleting native objects (issue #1614, PR #1617) can’t recover from a disconnected audio device (PR #1… Continue Reading →
Castle Game Engine: Inspect your game hierarchy and logs at runtime — just press F12 I’m happy to announce a feature that may forever change how you use Castle Game Engine! Simply recompile your game with the latest engine version, press F12 and behold… a powerful tool to see your log and hierarchy of objects in the game. Watch a presentation: Yes, this looks effectively like a (very minimalistic) editor-at-runtime. … Continue reading ➤ Continue Reading →
libGDX Jam December 2021 With our 19th 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. Continue Reading →
libGDX Jam December 2021 With our 19th 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. Continue Reading →
Multiplayer in Godot 4.0: Scene Replication (part 1) Howdy Godotters! It’s finally time for the long-awaited post about the new multiplayer replication system that is being developed for Godot 4.0. Below, we will introduce the concepts around which it was designed, the currently implemented prototype, an… Continue Reading →
Castle Game Engine: Various engine improvements – editing collections in editor, Tiled fix for multiple tilesets, API simplifications Thanks to Trung Le (Kagamma), you can now use collection editors in Castle Game Engine Editor just like in Lazarus. This allows to visually edit e.g. particle effect anchors in cge-3d-particle-emitter or a TDbf.FieldDefs from castle-db-aware-controls. Thanks to Matthias (Free Pascal meets SDL), we have an important Tiled bug fixed — in case you used … Continue reading ➤ Continue Reading →