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Cocos Creator 3.8.5 forum version

Cocos

This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline. Improved project build prompts for scripts, engines, and native simulators.

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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Woah, another beta build already? If you are interested in the latter, please request to join our testing group to get access to pre-release builds. The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury!

Beta 75
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Release candidate: Godot 4.4.1 RC 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. The illustration picture for this article comes from Book Bound , a cozy bookshop simulator game by Bit66 Games, which was recently released on Steam. Buildsystem: Android: Fix build with disable_3d ( GH-103523 ).

Shaders 73
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Bug: Simulator not rendering ttf font

Cocos

The font is appearing correctly on web builds and Android build, but when using the simulator the font is rendered as a system font. gilizeevi: CHAR caching and a ttf font. The issue is fixed by recompiling the engine on Windows. The same didn’t work on Mac. Issues happen with CC 3.7.2

Render 52
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! You can also try the Web editor or the Android editor for this release. New in Beta 1!

Beta 106
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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. Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Rendering is even more straightforward, just use the Graphic component and draw lines directly.

Build 98
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From Concept to Completion: Navigating the Game Art Production Pipeline 

iXie gaming

A well-defined art style, whether realistic, stylized, or pixel-based, guides asset complexity, rendering performance, and development timelines. Building Game-Ready Assets Once concept art is finalized, 3D artists translate designs into optimized, engine-ready models. Style guides to maintain artistic consistency.