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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

After months of coding, tweaking, and testing, I’m thrilled to share that the rewrite is almost done. Components: The data attached to entities, like meshes, physics, or animations. This modular approach keeps everything clean and efficient, allowing developers to focus on their game logic instead of wrestling with tangled code.

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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-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. A manifold mesh must be closed, have each edge connected to only two faces, and have volume. This matches the behavior described in the documentation. (

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As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion

GamesIndustry.biz

That its stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. The legal threat now hanging over the sector isnt new, merely amplified.

AI
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2024 Cherry-picks

Mircosoft Game Dev

Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6

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How to write Shaders in Unity using HLSL

Febucci

In order to understand them and become a wizard/witch, we have to learn a bit about meshes first. A mesh is made (usually!) You can see the mesh as the structure of your object, built by combining its triangles together. Now that we’ve scratched the topic of meshes, we can finally talk about shader. Shaders Theory.

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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. The code calculates Instantiations (spawning assets with the given parameters), which is quite heavy for the system to calculate. Before we start.   Tutorial time again.

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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.