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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

Want collision? One Last Piece: The Collision System With almost every system in place, I’m now working on the Collision System—the last big piece of this rewrite. After wrapping up the Collision System, my focus will shift to finalizing the documentation and writing tutorials. Want to add physics? setEntityKinetics().

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Static Sphere and Oriented Bounding Box collision tutorial

GameDev.Net

Cancel Save Advertisement Popular Topics How to get a general idea of process heap availability?

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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

Gameplay Clarity The Problem: Players misjudge hitboxes or collision zones. Solution: Use outline shaders, subtle shadows, and collision feedback. Takeaway: Frame rate is part of your style, not just a technical specification. Takeaway: Visual style must support interactivity, not obscure it.

Art
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Rebuilding the Untold Engine: Two Years of Progress and What’s Next

Harold Serrano

The engine includes the following systems: Rendering System Physics System Steering System Animation System Collision System (coming soon) PBR (Physically-Based Rendering) support Although the rewrite is not yet complete, the Untold Engine has reached a stage where you can create simple games.

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Comprehensive Guide to Game QA: Ensuring Quality from Alpha to Release 

iXie gaming

Functionality Testing This core QA practice involves verifying that: Ensures all mechanics behave as intended Validates AI, physics, scoring, and progression logic Catches regressions, broken scripts, or soft-locks Functionality testing uncovers everything from collision detection failures to inventory bugs and AI misbehavior.

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Godot XR update - February 2025

Mircosoft Game Dev

Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2 mesh formats and thus requires Godot 4.2+.

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From Sketch to Screen: The Evolution of Game Art Pipelines 

iXie gaming

Engine Integration : Importing assets into engines like Unity or Unreal, applying shaders, setting collision physics, and preparing for QA. Lighting and Rendering : Designing lighting setups, often pre-baked, that enhance mood and performance across platforms. This process was predictable but time-consuming.

Art