This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions (new in beta 6). See godot-docs#4213 for the updated documentation.
Thanks to all pre-release testers who help us find and debug regressions! New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). stable soon™.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). seen as small bumps between tiles on a GridMap).
And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Jānis will showcasing a cool set of tools that allow you to debug your game visually similarly to Unity's Scene view. Visual Debugger is a tool allowing developers to debug their Godot projects while the application is running in the editor or in a build. There are GPU accelerated particles in Godot, but they don't support collisions.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I can easily throw ~200 sprites (that all share the same spritesheet) on the screen with basic overlap / collision tests at 720p resolution at a steady 30 FPS. and no WASM.)
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content