OpenGameArt Spring Game Jam 2022
Dev snapshot: Godot 4.0 alpha 6
Speed Dreams: Development News (2022-04)
Once again we are here to bring you information about what we are developing in Speed Dreams since the last post. These are some of the works we have done in the last two months: Added MP1 2022 (experimental) category (22MP1), with Sector MCL36 openwheeler (thanks Peter Collings) Specific setups created for MP1 shadow robots […]
The post Development News (2022-04) appeared first on Speed Dreams.
This Week In Veloren 166
This week, we see Veloren’s participation in /r/place. We also have a new
Veloren Reading Club episode out!
– AngelOnFira, TWiV Editor
Contributor Work
Thanks to this week’s contributors, @xMAC94x, @JakobDev, @James, @Sam, and
@Tormod!
Last weekend, Veloren participated in Reddit’s /r/place project. Veloren was
able to get a spot on the map by allying with /r/Rust and building beside them.
A template was created so that everyone in the area could know what colours to
place, which made it easy to protect the area. It was a lot of fun, and we got a
pretty great result eternalized in the final image (before the destruction of
the whole map 😛).

Day one on the left, day two on the right.
If you missed it, be sure to check out Veloren’s April Fools post!
Veloren Reading Club #7 by @aweinstock
This week, another Veloren Reading Club was held! The topic was profiling
Veloren with the Tracy profiler.
As a supplement to the talk, here are some commands to follow along and try
Tracy yourself:
Compiling and running Tracy:
git clone https://github.com/wolfpld/tracy
cd tracy
git checkout tags/v0.7.8 -b tags_v0.7.8
cd profiler/build/unix
make
./Tracy-release
Compiling and running Veloren with Tracy support:
cargo run --features=tracy --bin veloren-server-cli
cargo run --features=tracy --bin veloren-voxygen
Running Veloren’s “swarm” client (requires running the server with –no-auth
and making swarm0 an admin):
cargo run --features='bin_bot tick_network' --bin swarm
Support our devs!
This Week In Veloren 166
Castle Game Engine: Physically based rendering (PBR) in X3D, using glTF with X3D 4.0 (recording of my webinar)
Castle Game Engine: Background (skybox, sky/ground color gradients) in Castle Game Engine – presentation video on YouTube and Vimeo
Naev 0.9.3
Thrive: Progress Update 04/02/2022
This week we’ve finally produced a playable build for the multicellular prototype which currently features cell type specialization and gameplay. This is a monumental step in Thrive’s development, but there are yet many more steps on the long road of …
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