Remove Code Remove Collision Remove Simulation
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Godot XR update - February 2025

Mircosoft Game Dev

Support of the Platform SDK in the Godot Meta Toolkit is done using code generation, which automatically generates the Godot classes by processing the Platform SDKs official C headers. See the XR Simulator documentation for more information! Features Update OpenXR to Khronos 1.1.41 mesh formats and thus requires Godot 4.2+.

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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

or better : with 3D scenes Origins Two days ago, I saw a fun effect: The article was: Dazzling HTML5 Front End Design Source Code Analysis Notes - Remnant Clothes Effect Example: Tearable Grid It is an effect that I’ve seen before and recently brushed up on. So I researched the code and prepared to port it to Cocos.

Build 98
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. GH-94783 ) Change NavigationMesh to also parse collision shapes by default. Thanks to Danil Alexeev, the GDScript code editor will now display a tooltip containing information about functions, variables, classes, etc.

Beta 106
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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

The latest version of the NVIDIA PhysX 5 SDK is now available under the same open source license terms as NVIDIA PhysX 4 to help expand simulation workflows and. It is a powerful simulation engine currently used by industry leaders for robotics, deep reinforcement learning, autonomous driving, factory automation, and visual effects.

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Godot's ragdoll system

Mircosoft Game Dev

The rule is that you should remove all physical bones that are too small to make a difference in the simulation and all utility bones (like the MASTER bone in this case). One important thing to do in this case is to remove all physical bones and replace them by one or two bones to simulate the hand. Collision shape adjustment.

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Physics progress report #1

Mircosoft Game Dev

Cylinder collision shape. One of the requirements was adding support for cylinder shapes in Godot's custom collision detection system. Technical details: Godot Physics is almost entirely based on the SAT algorithm for collision detection, but cylinders can't entirely rely on that. Heightmap collision shape. release.

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Atari ST Programming: STOS BASIC Sprite Movement

Retro Game Coders

STOS checks and changes each sprite 50 times per second unless you tell it otherwise, and this happens on interrupts, independent of whatever your code is doing at the same time. Why is this useful? Consider a shoot ’em up game where your player fires a missile. Simple STOS Sprite Movement.

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