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 →
Dev snapshot: Godot 4.0 alpha 4 We’re continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 – this time with 4.0 alpha 4. See past alpha releases for details (alpha 1, alpha 2, alpha 3). Be aware that during the alpha stage the engine is still not feature-co… Continue Reading →