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The team found the novel The Invincible to be the perfect hook for their studio’s philosophy: creating meaningful experiences in high quality PC and console games. “Games are not about textures, assets, features or levels. In other words, a collision of the idea with the possibilities of implementation.
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 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. for GLES2). Jump to the Downloads section.
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. Rendering: GLES3: Ignore support for S3TC texture compression on Android and iOS devices ( GH-62909 ). The 2D equivalent will be added later on.
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Windows: Open a new console window for the editor instances ( GH-55925 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). 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 ).
Revamped collision layer grid in the inspector. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). var console = JavaScript.get_interface("console") # Call the `window.console.log()` method. The layer grid widget has been improved to be more readable and support up to 32 collision layers in physics.
Platform Compatibility You should consider the platforms your game will be available on, such as consoles, PCs, mobile devices, or virtual reality. Physics engines simulate the laws of physics within the virtual environment, governing object movements, collisions, and interactions.
Console support. makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. There's a decent debugger overlay with dev console too, for those who use those things. (Reminder: for iOS, that means WebGL 1.0 and no WASM.) I didn't try to find out.
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