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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

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? After wrapping up the Collision System, my focus will shift to finalizing the documentation and writing tutorials. Want to add physics?

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Rebuilding the Untold Engine: Two Years of Progress and What’s Next

Harold Serrano

The engine includes the following systems: Rendering System Physics System Steering System Animation System Collision System (coming soon) PBR (Physically-Based Rendering) support Although the rewrite is not yet complete, the Untold Engine has reached a stage where you can create simple games.

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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! GH-91333 ) The names of imported blend shapes and animation libraries from glTF files have changed as unsupported characters are automatically removed. Highlights Many features originally intended for 4.3

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.

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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.

article thumbnail

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.

article thumbnail

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.