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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

Moving to Swift has been a game-changer, making the engine not only faster and more modern but much easier to work with. This design keeps the engine modular and scalable, separating the game logic into three straightforward parts: Entities: These are the game objects (think players, cars, obstacles). Want collision?

Engine 68
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Godot XR update - February 2025

Mircosoft Game Dev

The project is Open Source (MIT license) and maintained by W4 Games with sponsorship from Meta. The Godot editor can be configured to launch the Meta XR Simulator when you run your game, and the Godot Meta Toolkit includes a tool to help you with that configuration! Contributions from the community are welcome!

Collision 103
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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

As stated in my previous post , my goal is to improve the robustness of the Untold Engine by focusing on developing various games. I was thinking of a game to make, and I thought about how much my kids love car games. By AI assist, I simply mean a path the car will follow throughout the game.

Engine 63
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Rebuilding the Untold Engine: Two Years of Progress and What’s Next

Harold Serrano

Hey everyone, It has been two years since I began rewriting my game engine, and while development has been slow, it has been steady. For those who are unaware, the Untold Engine is a 3D game engine designed for macOS and iOS devices, which I started developing in 2013. What is the Untold Engine? Where can I get the Untold Engine?

Engine 63
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Prefabs with polygonCollider returning wrong collision normal

Cocos

we will solve this problem in the following issue github.com/cocos/cocos-engine Prefabs with polygonCollider returning wrong collision normal opened 02:02AM - 26 Jun 23 UTC lealzhan [link] … lision-normal/58972 Hello guys, I am working on multiplayer platformer game using colyseus. y: z.getWorldManifold().normal.y,

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Prefabs with polygonCollider returning wrong collision normal

Cocos

Hello guys, I am working on multiplayer platformer game using colyseus. null) { console.log(z.getWorldManifold()); this.socket.send(“Collision”, { collisionVecs: { x: z.getWorldManifold().normal.x, I have created prefab for a character of each player which gets instantiated after matchmaking completes. y: z.getWorldManifold().normal.y,

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Collision detection & Collision ignore

Cocos

Go to Project Settings → Physics → Collision Matrix There, you can create groups and assign which group interact/ignore with which group. This habit will help you with your game development journey ! Then, in your node’s collider, assign the desired group for it. Just my two cents and enjoy coding!