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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

After months of coding, tweaking, and testing, I’m thrilled to share that the rewrite is almost done. Components: The data attached to entities, like meshes, physics, or animations. Systems: These handle the logic, such as rendering, animations, or physics calculations. Want collision? Want to add physics? What’s Next?

Engine 69
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. GH-94783 ) Change NavigationMesh to also parse collision shapes by default. ended up making it into 4.4

Beta 106
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Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to “dynamic”. This is the line of code I’m using to move the Character. const movement = new Vec2(x,y).normalize().multiplyScalar(this.speed);

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Destoying from scene shows all children deleted, but still childrens are visible in scene on collision. on colllision

Cocos

Destoying from scene shows all children deleted, but still childrens are visible in scene on collision : - On collision with the saw, this is happening : - onLoad() { this.animationComponent = this.node.getComponent(Animation); this.animationComponent.clips[0].name What’s happening wrong with the collision detection code?

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Handle the collision of sprites

Cocos

I’m trying to handle the collision of two sprites, i added BoxCollider2D to the sprites. One sprite can jump (changing the y coordinate through animation), named "character ", the other is a static object, named “key”. code for the "character ". code for the “key”. code for the "character ". code for the “key”.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A refactor of Animation APIs to change the stop(reset: bool) to two separate stop() and pause() methods ( GH-71218 ), as was heavily requested by the community. Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). See the list below. See the list below.

Beta 110
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Dev snapshot: Godot 4.0 beta 14

Mircosoft Game Dev

Animation: Tweak the name for new animations in the editor ( GH-48570 ). Animation: Add next/reset function to AnimationStateMachine ( GH-71264 ). Animation: Allow AnimationStateMachine / AnimationNode to restart when transitioning to the same state ( GH-71418 ). Physics: Implement analytic collision normals ( GH-71447 ).

Beta 105