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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. mesh formats and thus requires Godot 4.2+. You can download the Godot XR Tools demo on itch.io. Features Update OpenXR to Khronos 1.1.41

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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

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 So I researched the code and prepared to port it to Cocos. ClothDemo for 3.7.3

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WebRTC support, progress report #3

Mircosoft Game Dev

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. Two new demos are available in the godot demo repository. WebRTCMultiplayer. the ENet implementation). release.

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Godot 3.0 progress report #6

Mircosoft Game Dev

Here's a small platformer demo you can try! Optimize any part of your game by rewriting it transparently in C++, or any language that can compiled to native code for the target platform, wihout recompiling the engine or templates. Seeing the code. You need latest Chrome or Firefox to test it, but it works really well.

Mesh 52
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Vulkan progress report #4

Mircosoft Game Dev

Post processes are still mostly missing, but the material testers demo is fully functioning. Likewise, Meshes created in Godot 3.x x will work using the mesh format in 4.x. Most real-time lighting code has already been implemented, so the 3D platformer demo (and even the TPS demo) seems to work.

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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

add simple C++ GDNative demo. load meshes. render meshes. This functionality was replicated in the C++ bindings, but the translation from Godot-intern code into the external bindings had some unexpected problems - causing memory leaks. add simple C++ GDNative demo. Seeing the code. Done January 2018.

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Godot 3.0, new progress report and GDC

Mircosoft Game Dev

This was a necessary change for many reasons: It's much, much simpler to write import/export code this way. Godot import/export code was most likely simplified tenfold. DAE (and hopefully FBX in the future) files are treated as if they were actual scenes (you load them directly from code). Seeing the code.

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