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Godot XR update - February 2025

Mircosoft Game Dev

Platform SDK The Platform SDK allows developers to access features of Metas store and online services, including: User profiles (including authentication and checking entitlement) In-App Purchases (IAP) Downloadable Content (DLC) Friends, Parties, and Group Presence Achievements Leaderboards and much more!

Collision 103
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Dev snapshot: Godot 4.4 beta 4

Mircosoft Game Dev

In practice, this means that all further changes will be strictly regression fixes, so the content available here will be largely reflective of the 4.4 3D: Fix collision reposition with CSGShape3D ( GH-102286 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ).

Beta 72
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.

Beta 106
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

These algorithms are themselves 3D, and 2D simplifies the content itself. For example, in 3D games, a character’s fluttering skirts, hair, flags, and so on, this kind of need to have physical effects, but not involved in collisions or collision objects rarely content, but also answered my previous doubts about this piece.

Build 98
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Godot 3.2 adds support for convex decomposition

Mircosoft Game Dev

Here is an example of adding collision shapes to Suzanne by using standard shapes (two capsules, a sphere and a box): It works and it will collide more or less OK, but it's tedious to build and far from perfect. When geometry is not convex, the usual workflow is to create more than one shape to cover the desired concave area.

Mesh 52
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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

A signed distance field collision feature on GPU has also been added, which allows the user to perform collision detection using a voxelized version of the source mesh, eliminating the need to create a convex decomposition. NVIDIA Omniverse is also where you should look for any content creation tools.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Near Phase: Generating collision information of overlapping objects. Solver: Iterative or LCP approximation to collision resolution. Physics needs to set back information (bodies that moved and collisions) into the logic layer, but this can be done anytime before the next frame. Broad Phase: Finding pairs of close objects.

Render 52