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Godot XR update - February 2025

Mircosoft Game Dev

from GitHub or the Asset Library. from GitHub or the Asset Library. In addition, the XR sample projects are also available on the GitHub release and the Asset Library. from GitHub or the Asset Library. The project is Open Source (MIT license) and maintained by W4 Games with sponsorship from Meta. and later only.

Collision 102
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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

I went to BlenderMarket to check out any car assets I could use, and I found a nice City asset. Such mechanics would be perfect for testing the collision system, which I have yet to develop. I was thinking of a game to make, and I thought about how much my kids love car games. So, I decided to develop one.

Engine 64
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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

We tested numerous physics plugins from the Unity Asset Store, but each fell short, being either too realistic or not flexible enough for our vision. Ultimately, we decided to create our custom physics engine, using NWH Wheel Collider as a base for collisions and writing every part of car physics from scratch.

Pixel 156
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The Art of 2.5D: How It’s Redefining Game Design 

iXie gaming

Many developers leverage art production services to create bespoke assets that enhance visual storytelling while maintaining performance efficiency. Perception & Collision Challenges: Players may misjudge distances due to depth perception inconsistencies, especially in platforming sequences.

Art 52
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Godot's ragdoll system

Mircosoft Game Dev

To show you how to use it, I will apply it to the Platformer3D demo that can be downloaded on GitHub or on the Asset Library. Collision shape adjustment. After cleaning it up you will have to adjust the collision shape and/or the size of physical bones in order to match the part of body that each bone should simulate.

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The Invincible by Starward Industries: A stellar fusion of sci-fi literature and gaming greatness

PreMortem.Games

“Games are not about textures, assets, features or levels. In other words, a collision of the idea with the possibilities of implementation. The tools that the player uses are based on a deep analysis of things used in the 1960s and are based on Lem’s futuristic vision.” They’re about people.

Games 104
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Breakout: Blocks

The Liquid Fire

Left-click and drag the original Block from the Hierarchy window to the Project window, and drop it onto the “Assets/Prefabs” folder. Either way, the Inspector window will be showing values of a Project Asset, and any changes made, will effect all instances of the prefab. Create A Prefab. Create A Script. About The Script.