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The Art of 2.5D: How It’s Redefining Game Design 

iXie gaming

This makes it perfect for indie developers and cross-platform releases. Perception & Collision Challenges: Players may misjudge distances due to depth perception inconsistencies, especially in platforming sequences. Optimized Performance : With lower computational demands, 2.5D Bridging Nostalgia with Innovation : 2.5D

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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.

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Schedule for GodotCon 2019 in Brussels

Mircosoft Game Dev

There are GPU accelerated particles in Godot, but they don't support collisions. Paweł will present a simple and effective way of implementing collision response with a dynamically destructible 2D object. Demo: Make your own cross-platform builds easily with the upcoming godot_build tool | Hein-Pieter van Braam-Stewart ( hpvb ).

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How do you Choose the Best Game Design Software for your Project?

Big Games

Physics engines simulate the laws of physics within the virtual environment, governing object movements, collisions, and interactions. Cross-platform Development Support Check whether the software supports cross-platform development if you plan to release the game on multiple platforms.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. x ), which provides us with more reliable cross-platform implementations than the ones we had so far. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3

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Programming the Agon Light using C/C++

Retro Game Coders

For all my tutorials I tend to lean towards the same cross-platform dungeon crawler that I have been mainly so-far writing for Commodore machines using BASIC or CC65, and have also developed playable demos using using TRSE. library that really helps when programming text mode games. No Problem! My existing C code uses Conio.h

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