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
I have been working on a small prototype implementation and the results so far are promising, but it still needs to be integrated in the rendering backend and exposed to the user. Debug output of the prototype implementation. Red: depth buffer. Green: occluded objects. Blue: visible objects.
This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release. Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes.
It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds (new in 3.2.4 Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports.
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. Raise errors when accessing deleted objects in debug.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports.
I first came across Godot when backing The Interactive Adventures of Dog Mendonça & Pizzaboy on Kickstarter back in 2014, but I think the first project I used the engine for was a prototype for Super Happy Fun Sun developed as part of a game jam in 2015. I felt like Godot enabled me to pull the core game together very quickly.
stable release to bring the numerous new features and even more important bug fixes to all Godot users. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D.
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. Bug reports. stable soon™.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. And many more bug fixes and usability enhancements all around the engine! Bug reports. mbedtls 2.16.9,
We expect bugs with the beta, even some regressions which we have seen already, but we are working on fixes to the reported problems to be ready for the 3.2.4 Most FOSS tooling could not properly import FBX files or had horrible bugs. Fix bugs in the beta phase, we expect them. stable release. we use the 3.2 Locator bones.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. And many more bug fixes and usability enhancements all around the engine! Bug reports. mbedtls 2.16.9,
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. And many more bug fixes and usability enhancements all around the engine! Bug reports. zstd 1.4.8).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Various bug fixes for 2D and 3D. And many more bug fixes and usability enhancements all around the engine! Bug reports. zstd 1.4.8).
still needed refinement, and thus a lot of work was poured into those areas to improve the usability, implement missing components and fix bugs reported by our growing userbase. branch, we will keep maintaining it with relevant bug fixes and platform-specific changes in the coming months (notably with a 3.1.3 January 2018) and 3.1
Although the role is highly creative, it is also quite technical, and modelers must be able to determine scale, optimize geometry and renders, and troubleshoot software issues and bugs. They commonly create prototypes that will act as proof of concept, a crucial early stage of the production pipeline. What does a game programmer do?
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