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This officially marks the start of feature freeze for 4.4. We wont risk merging any new features or risky bug fixes until after we release 4.4 Highlights Many features originally intended for 4.3 is jam-packed with new features despite having a much shorter development period than 4.3. release cycle. New in Beta 1!
Choosing the Right Networking Solution Unity offers multiple networking solutions, but selecting the right one depends on the game's complexity, player count, and required features. Non-interactive objects should have their physics features disabled through Rigidbody.isKinematic and Collider.enabled settings. Look no further!
It incorporated all the usual features in these events, including a battle pass, various gacha, and new cosmetic items themed around the partner IP. Each partner event has a theme (like baking a cake, for example), with each team of two having its own target to reach (done by playing the game and building up event currency).
It brings much-requested improvements to usability and many important features. now and keep on reading about the great features added in this version. While this article focuses mostly on the new features of the engine, it's worth mentioning that Godot's documentation has seen a lot of work from dozens of contributors.
features start to land in the development branch, and I'm pleased to introduce you the new NavigationServer and NavigationServer2D interfaces. Runtime navigation mesh baking. If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation.
Waiting for Vulkan, waiting for WebAssembly, waiting for C#, waiting for advanced 3D editor features. It won't just happen that hundreds of lines of class descriptions are written by the core devs; their time is much better spent developing the great features we are all so fond of waiting for. waiting for Godot! Current status.
Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?
Along with the basic feature and controls, some integrations were done: When the Script editor is undocked, the last selected Viewport is shown. The next step is to implement most of the feature available for the code editor to the docks (which are already undockable). Test the implement features and fix bugs. Current progress.
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Concept Art. And with a dark fantasy action RPG like Kristala, there's pleeenty of concepts to go around, especially when it comes to weapons and armor.
In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. While the animation system is powerful, the 3D part of it lacked several basic features that standard animation packages offer.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This feature is disabled by default, and can be enabled in the Project Settings. The upcoming Godot 3.5 stable for all users. Estébanez ( RandomShaper )!
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This feature is disabled by default, and can be enabled in the Project Settings. The upcoming Godot 3.5 stable for all users. Estébanez ( RandomShaper )!
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ).
is out and it comes fully packed with features and quality of life improvements! Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, x, and at making the existing features more optimized and reliable. After 9 months of development, Godot 3.5
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This feature is disabled by default, and can be enabled in the Project Settings. The upcoming Godot 3.5 stable for all users. Estébanez ( RandomShaper )!
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. and provide the missing features that 3.5 Both features were implemented by our text rendering expert bruvzg in the master branch for Godot 4.0,
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The upcoming Godot 3.5 What is it?
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. Could it be that one of these features simply is the property we’re looking for? So what exactly are these features?
In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. The event kicks off on March 26th and runs through April 2nd, so be sure to check out our Events section for more details on the Kristala booth and which game island we'll be featured on.
That’s the core concept from Voodoo. Going the extra mile with your game and adding in just a few more features or touches does make a difference. That doesn’t mean you should add features for the sake of it. It’s awesome to see some good messaging baked into its core gameplay. We love the concept. Net Fishing!
“It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. So many games have that question baked into their core. Don’t bite off more than you can chew Once you have the base gameplay sorted, your next job is to decide what other features to add.
And it's all down to Gregg Barnett, frankly - he had the concept, and he handed it onto me to craft into a design. And that was baked into the design from the beginning. We actually had concept art for a monstrous version of Cogjammer based on the gremlin in the movie-version of the same story - but it was too scary.
Next, Nick created two variants for all four of the vendor signs that will be featured in the Nasahara Ruins level, then finished up a couple pieces for the Clocktower Park - an area within Nasahara that, as its name suggests, serves as a cheeky little homage to the studio name.
again I've just heard that it's possible for Aleksis to escape if this is a real feature, I guess it would feel really bad if his escape kept ruining the end of a golden loop run the weapon jamming stuff is to make Far Cry 2 nerds happy but it never really comes up COMBAT DESIGN Fast paced modern shooter feel. Loadout is 3 guns.
Baked Lighting. Features magical glows and ethereal light (e.g., “Ori and the Will of the Wisps”). Plan for lighting early, from concept art to level design. Learn the lighting features in your game engine and explore software like Unreal Engine, Unity, or Blender. Voxel Cone Tracing. Light Probes.
In an attempt to make content more scalable, PVE design borrowed a page from PVP and the team built new PVE modes as rule-sets that could be applied to any map by a game designer through simple tooling vs. baked in-experiences on custom maps. while competition would ship 3x the features and find success with at least some of them.
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