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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

Components: The data attached to entities, like meshes, physics, or animations. 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. Want to add physics? setEntityKinetics(). setEntityCollision(). What’s Next?

Engine 69
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Dev snapshot: Godot 4.4 beta 4

Mircosoft Game Dev

3D: Fix collision reposition with CSGShape3D ( GH-102286 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. 2D: Fix Camera2D limits drawing ( GH-102868 ).

Beta 72
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Modernizing the Data Center with Accelerated Networking

Nvidia

Accelerated networking combines CPUs, GPUs, DPUs (data processing units), or SuperNICs into an accelerated computing fabric specifically designed to optimize. Accelerated networking combines CPUs, GPUs, DPUs (data processing units), or SuperNICs into an accelerated computing fabric specifically designed to optimize networking workloads.

Data 52
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Even though we prepare these snapshots such that theyre suitable for general testing, backups and/or version control are recommended to prevent the loss of data. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Dev 75
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Most importantly, if the game crashes for any reason, the editor does not crash at the same time (which could cause data loss). GH-94783 ) Change NavigationMesh to also parse collision shapes by default. All : for blendshapes are now removed, and any of / , : , , , and [ are removed for animation libraries. (

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

Cocos

Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. Everything depends only on custom vertex data. The 2D fabric After carrying the code as a whole and adding custom vertex data, you get a most basic 2D fabric effect. can all be achieved this way!

Build 98
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Tiles editor progress report #3

Mircosoft Game Dev

Most of TileSet's systems (rendering, collisions, physics, navigation, …) are now using a concept of "layers" (this might be renamed). As an example, you could now define several PhysicsBodies per tile with different collision layers/masks. Custom data. Each custom data layer can be assigned a type and a name.

Tile 52