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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 106
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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

A longtime GameWorks technology, PhysX has become the primary physics engine and a key foundational technology pillar of NVIDIA Omniverse. We are excited to see NVIDIA going open source with the latest version,” said Mika Vehkala, Director of Technology at Remedy.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Godot is a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. Revamped collision layer grid in the inspector. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). You can try it live with the Web Editor too! Supporting the project.

UX 52
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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

As always, please remember that we are a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. In particular, it solves a major pain point for new Godot users by no longer offering scaling handles for collision shapes, but letting you directly change their size instead.

Feature 52
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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

Godot is a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. Skin support allows multiple meshes to share a single skeleton. formats permit more than 4 bone weights per vertex, such meshes are currently unsupported in Godot 3.2. Supporting the project.

Feature 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.

Render 52