Remove Collision Remove Demo Remove Graphics
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x Rendering is even more straightforward, just use the Graphic component and draw lines directly.

Build 98
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Godot's ragdoll system

Mircosoft Game Dev

I'm a computer graphics and physics passionate, and always looking to learn and discover new things. To show you how to use it, I will apply it to the Platformer3D demo that can be downloaded on GitHub or on the Asset Library. Collision shape adjustment. Now let's start! How it works. Create physical bones. Joints adjustment.

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

Big Games

Features and Tools Graphics and Rendering Capabilities Graphics and Rendering Capabilities are essential in game design software because of its graphics and rendering capabilities. Physics engines simulate the laws of physics within the virtual environment, governing object movements, collisions, and interactions.

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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

The last time we met, we were right in the thick of preparing an early, pre-demo build of Kristala for unveiling at the PlayNYC virtual convention. After finishing up her work on the sacred crystals, Shelly then tried her hand at creating a couple "Game Save" icons and graphics to be used throughout the Kristala game. Take a look!

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo.

Dev 52
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GSoC 2021 - Progress report #1

Mircosoft Game Dev

The demo project. For testing purposes, I have set up a demo project which can also work as a project for someone who wishes to try out all pseudolocalization features, much like this project for internationalization. I'm now working on the documentation and including the demo project in the official demos. PR: #49343.

Debug 52
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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. vdp_vdu enables VDU command strings over the same terminal line, and the ability to manipulate FabGL graphics.

Tile 97