article thumbnail

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?

article thumbnail

Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

This consistency in light behavior and texture fidelity is essential when toggling between flat sprites and dimensional meshes. Gameplay Clarity The Problem: Players misjudge hitboxes or collision zones. Solution: Use outline shaders, subtle shadows, and collision feedback.

Art 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Godot XR update - February 2025

Mircosoft Game Dev

mesh formats and thus requires Godot 4.2+. mesh formats and thus requires Godot 4.2+. Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2 Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2

Collision 107
article thumbnail

From Sketch to Screen: The Evolution of Game Art Pipelines 

iXie gaming

Modeling : Building 3D meshes in tools like Maya or Blender, with attention to poly count and topology for animation compatibility. Engine Integration : Importing assets into engines like Unity or Unreal, applying shaders, setting collision physics, and preparing for QA. This process was predictable but time-consuming.

Art 52
article thumbnail

Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

GH-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. A manifold mesh must be closed, have each edge connected to only two faces, and have volume. Commonly, this means that it needs to be a watertight mesh without any holes and where you can never see the backside of the triangles. (

Beta 107
article thumbnail

Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Chunk tilemap physics The current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Import: Use UID in addition to path for extracted meshes, materials and animations ( GH-100786 ).

Dev 78
article thumbnail

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 ). This section covers the most relevant changes made since the beta 3 snapshot , which are largely regression fixes. 2D: Fix Camera2D limits drawing ( GH-102868 ).

Beta 75