jMonkeyEngine: jMonkeyEngine 3.5.0-beta5 A non-production release for development and testing, which will hopefully lead to a “stable” release. Noteworthy changes relative to 3.5.0-beta4: Bugs and defects addressed: SimpleApplication.stop(true) causes deadlock (issue #1721, PR #1722) Chase… Continue Reading →
Castle Game Engine: New release of glplotter: use latest CGE, draw using Draw2DPrimitive, allow to switch light/dark mode I have just released a new version of glplotter, a small utility implemented using Castle Game Engine to draw graphs. Graphs can be defined using an intuitive mathematical expression syntax (thanks to Castle Script). Multiple graphs are visible at the same time, and you can inspect the function graphs by moving, zooming, toggling various grids … Continue reading ➤ Continue Reading →
Castle Game Engine: Experimental feature: freely rearrange and dock/undock editor windows With many thanks to Trung Le (Kagamma), we have a new experimental way to manage editor windows. You can freely rearrange them within the main form, you can rearrange them in tabs, you can also detach them from the main form. This is great to spread the editor windows across multiple monitors too, to e.g. … Continue reading ➤ Continue Reading →
Castle Game Engine: TCastleWindow.SceneManager: removal of a deprecated property soon As we extend the engine, we sometimes have to deprecate some old features, that were not very useful, and sometimes prevented the engine API from being flexible and easy to understand. One of these things was TCastleSceneManager class (renamed to TCastleViewport since 2 years), with its single “central” instance in TCastleWindow.SceneManager or TCastleControl.SceneManager. In a … Continue reading ➤ Continue Reading →
Castle Game Engine: Alpha Bleeding explained Blending is a common technique to achieve partial-transparency of various things (UI, 2D and 3D models). In many cases it means that your texture has an additional channel, alpha channel, that determines how much each pixel is opaque. But there is a trap — colors from fully transparent pixels (that you, by default, don’t see … Continue reading ➤ Continue Reading →
Castle Game Engine: Better ASTC texture compression tooling and formats Thanks to Eugene Loza we have an improved pipeline for compressing textures using ASTC (useful on modern Android and iOS versions). See Auto-generated compressed and scaled textures about GPU texture compression in general. Now: We can use astcenc tool and the .astc file format it generates for ASTC textures. See PR #321 for details. We … Continue reading ➤ Continue Reading →
Castle Game Engine: Drag-and-drop in editor hierarchy improved Thanks to PR #354 by Andrzej Kilijański dragging-and-dropping items in the editor is now better: We do not reload hierarchy. This is esp. important when editing larger hierarchy of UI / transformations. We keep the selection. Also occasional Access Violation when doing drag-and-drop on hierarchy on Windows is fixed. See the issue #353. Please support … Continue reading ➤ Continue Reading →
ET: Legacy 2.79 released! ET: Legacy 2.79 ‘Yule Log’ Hello everyone! We have a last gift for you for this year: ET: Legacy 2.79 ‘Yule log’ release. It comes bundled with a shorter, but all the more efficient changelog. We want to thank everyone for all your s… Continue Reading →
Fheroes2: version 0.9.11 Add Russian language support for any version of the game and generate proper letters for French language Add additional spell info for spells owned by a hero Add a popup dialog for map information Fix AI behaviour during castle defence and update logi… Continue Reading →
Godot Engine receiving a new grant from Meta’s Reality Labs We are delighted to announce that the Godot Engine project is receiving a new grant from Meta’s Reality Labs to support our work on the XR capabilities of the engine. This renews Reality Labs’ engagement to support the free and open source Godot game e… Continue Reading →