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A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. The fix seems relatively safe but this will require heavy testing to make sure it doesn't regress - if you have 3D games using Bullet physics, please try this RC 2 and report any issue.
This version worked well but we felt it was still far from the usability and features of a modern gameengine. The more urgent issue was to improve the 2D engine so we worked hard again and released Godot 1.1, Some of the editors are also always shown with persistent buttons: Output console. Animation editor.
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS).
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS).
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS).
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS).
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS).
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Windows: Open a new console window for the editor instances ( GH-55925 ). Physics: Fix the volume calculation for cylinders in GodotPhysics ( GH-54642 ). Physics: Fix errors in KinematicBody when floor is destroyed or removed ( GH-54819 ).
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Windows: Open a new console window for the editor instances on Windows 11 ( GH-55925 , GH-55967 ). Edit 2021-12-22: One regression has been found which causes flickering on macOS (affects both using the editor on macOS, and games exported to macOS).
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS).
The Unity gameengine is a powerful and versatile tool for developing games and applications for diverse platforms, including consoles, mobile devices, and personal computers. It offers a robust technology that’s become popular among game developers regardless of skill level. What Is Unity?
Console support. For many years, when you read about Godot on the Internet, usual comments were along the lines of: "The 2D engine is very good, but 3D is still basic, lacking and nowhere comparable to XXX 3D or YYY Engine" Fortunately, this is no more. Console support. WebAssembly and WebGL 2.0
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Revamped collision layer grid in the inspector. var console = JavaScript.get_interface("console") # Call the `window.console.log()` method.
C++ is the most effective and widely used programming language for creating video games. It’s also the language Unreal Engine, arguably the most popular gameengine in the world, uses too. And that’s why float is used more than a double in game development and no gameengine is an exception to this.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Which gameengine should I use to maximize ease of learning and compatibility, and manage hundreds of simple objects on-screen? and no WASM.)
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