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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x

Build 98
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WebRTC support, progress report #3

Mircosoft Game Dev

In the last two reports we laid out the basis for building a Godot application that uses WebRTC to communicate with other peers. The implementation is a full p2p mesh , meaning every player is connected with each other via a "direct" connection, and there is no need for a player to act as a server. WebRTC tutorials and demos.

Mesh 52
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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

There are many aspects to consider when building a game. This requires a lot of knowledge, skills and time to build and integrate all the components. Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. TextMeshPro.

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Fixing tangents for accurate normal maps

Mircosoft Game Dev

The new CSG nodes lacked support for generating the tangents, there were orientation issues when importing Collada or glTF files, and the new primitive meshes reversed the direction of these. Header picture derived from fracteed 's Parallax Heads demo (CC-BY 4.0).

Mesh 52
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3D Content Interoperability with Topology-Free Modeling

Nvidia

Digital sculpting software, however, uses an extremely high-resolution polygon mesh (or a voxel grid). This mesh can be modeled like traditional clay with a vast array of tools, giving modelers more freedom and flexibility in their work. This is similar to the limitations of physical sculptures.

Content 91
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Godot 3.0 progress report #6

Mircosoft Game Dev

Here's a small platformer demo you can try! The new particle system uses meshes by default (to work with impostor quads, just create a QuadMesh and assign a material with billboard set to enabled). We will be releasing an alpha build soon for everyone to start playing with them and finding bugs. are implemented.

Mesh 52
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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. First off: I learned a lot about Unity’s build in batching system. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.  

Mesh 52