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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

The cover illustration is from WEBFISHING , a multiplayer online casual fishing game where you relax, hang out, make friends, and catch fish! You can buy the game on Steam , and follow the development on Twitter. Game window embedding was implemented to support our recent interactive in-game editing feature.

Beta 106
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). The game is currently being ported to Godot 4.0 The game is currently being ported to Godot 4.0 Physics: Fix sphere-capsule collision logic ( GH-70660 ). See the list below. What's new.

Beta 110
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Most of the implementations are Unity, but the principles are the same, and a lot has been learned in handling and debugging. In fact, this is very widely used in games.

Build 98
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). The game is currently being ported to Godot 4.0 The game is currently being ported to Godot 4.0 Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ).

Beta 85
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Maintenance release: Godot 2.1.4

Mircosoft Game Dev

A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Debugging: Many improvements to the editor's debugger and display of complex types. Physics: Add one-way collision to tile-set/tile-map. Highlights.

Tile 52
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Godot Engine reaches 2.0 stable

Mircosoft Game Dev

This version worked well but we felt it was still far from the usability and features of a modern game engine. Godot's divide and conquer approach to making games relies on subdividing scenes in several sub-scenes, each with an identity or function. Debug on hardware devices. Collision and navigation debugging.

Engine 52
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Before going into optimizing for multiple threads, let's first take a look at the typical order of execution of the main blocks of a game engine. Research on game engine optimization for multiple threads at the time resulted in documentation and papers for a new technique named job scheduling. Velocity Integration: Move the objects.

Render 52