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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. What’s Next?

Engine 68
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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

Coupled with atmospheric effects like drifting fog and animated foreground flora, the game delivers subtle yet powerful depth cues that enhance immersion without overwhelming the player. Spine and DragonBones Workflow Insight: Skeletal animation tools allow 2D characters to respond to game physics and lighting more fluidly.

Art 52
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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-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. A manifold mesh must be closed, have each edge connected to only two faces, and have volume. ended up making it into 4.4

Beta 107
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From Sketch to Screen: The Evolution of Game Art Pipelines 

iXie gaming

Modeling : Building 3D meshes in tools like Maya or Blender, with attention to poly count and topology for animation compatibility. Rigging and Animation : Equipping models with bones and controls for movement, then animating interactions, cycles, and cutscenes. This process was predictable but time-consuming.

Art 52
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Chunk tilemap physics The current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Animation: Support hiding functions calls in Method Tracks ( GH-96421 ).

Dev 78
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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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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. OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ). See the list below.

Beta 111