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“We needed server infrastructure to create player accounts and store their data, such as auto generated ID, device type, OS information, items in the game, and progress in the game,” says Norman Argueta, Lead Backend Engineer at Harmony Games. Its $3M investment round was led by Griffin Gaming Partners.
If we play by the engine rules we get to keep that functionality in its existing simple package, which generally means massive savings on CPU cycles. REX It had been a while since I’d done any serious tinkering in “Rogue Engine X” (REX), Cogmind’s underlying gameengine. Enter: the quad.
Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). Windows: Open a new console window for the editor instances ( GH-55925 ). if something that worked fine in 3.4
Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). Windows: Open a new console window for the editor instances on Windows 11 ( GH-55925 , GH-55967 ). which fixes that issue.
OpenGameArt: Another excellent resource for free game assets, OpenGameArt focuses on 2D graphics and audio. Find character sprites, environment tiles, UI elements, sound effects, and music tracks, all contributed by artists and musicians within the game development community.
Auto-tiling in tile maps. Console support. The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in gameengines today, such as: Full principled BSDF. Console support.
seen as small bumps between tiles on a GridMap). The fix seems relatively safe but this will require heavy testing to make sure it doesn't regress - if you have 3D games using Bullet physics, please try this RC 2 and report any issue. Windows: Improve console handling and execute ( GH-55987 ). x no longer works in this 3.5
open for full size) Okay so each tile actually occupies four times the usual amount of space, but what we mean here is that the cell dimensions are doubled. Instead there are many layers of cell data from different subconsoles that feed into a single root console which is then converted to the final image.
This version worked well but we felt it was still far from the usability and features of a modern gameengine. The more urgent issue was to improve the 2D engine so we worked hard again and released Godot 1.1, Some of the editors are also always shown with persistent buttons: Output console. Animation editor.
Core: Improve the console error logging appearance: ( GH-49577 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). Core: Add support for numeric XML entities to XMLParser ( GH-47978 ). Core: Add option for BVH thread safety ( GH-48892 ). Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ).
Core: Improve the console error logging appearance: ( GH-49577 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). Core: Add support for numeric XML entities to XMLParser ( GH-47978 ). Core: Add option for BVH thread safety ( GH-48892 ). Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ).
Core: Improve the console error logging appearance: ( GH-49577 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). Core: Add support for numeric XML entities to XMLParser ( GH-47978 ). Core: Add option for BVH thread safety ( GH-48892 ). Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ).
Core: Improve the console error logging appearance: ( GH-49577 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). Core: Add support for numeric XML entities to XMLParser ( GH-47978 ). Core: Add option for BVH thread safety ( GH-48892 ). Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ).
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Which gameengine should I use to maximize ease of learning and compatibility, and manage hundreds of simple objects on-screen? and no WASM.)
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