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Godot XR update - February 2025

Mircosoft Game Dev

Announcing the Meta Toolkit extension We are pleased to announce the release of the Godot Meta Toolkit , a GDExtension plugin that exposes Metas Platform SDK and provides other tools to simplify and accelerate XR development on Metas platform. the Godot Meta Toolkit supports v72 of the Platform SDK. As of version 1.0.2,

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3D Content Interoperability with Topology-Free Modeling

Nvidia

This makes them inoperable with multiple platforms in the metaverse. This makes them inoperable with multiple platforms in the metaverse. It enables developers to create, export, and stream one model into multiple platforms simultaneously–and in multiple levels of detail–with the model topology generated automatically.

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Soft Body in Godot 3.1

Mircosoft Game Dev

To create a Soft Ball is to add a SoftBody node and add a mesh to it, in this case I used a sphere maded in Blender (I used a custom mesh because the sphere created dynamically by Godot is not completely closed, but just for a test you can use it). Now, just click Play and enjoy your soft ball :).

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Vulkan progress report #4

Mircosoft Game Dev

Post processes are still mostly missing, but the material testers demo is fully functioning. Likewise, Meshes created in Godot 3.x x will work using the mesh format in 4.x. Most real-time lighting code has already been implemented, so the 3D platformer demo (and even the TPS demo) seems to work.

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Godot 3.0 progress report #6

Mircosoft Game Dev

Here's a small platformer demo you can try! Optimize any part of your game by rewriting it transparently in C++, or any language that can compiled to native code for the target platform, wihout recompiling the engine or templates. Godot has now an experimental exporter to WebAssembly and WebGL2, thanks to eska 's work.

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Multiplayer in Godot 4.0: ENet wrappers, WebRTC

Mircosoft Game Dev

This time, we are going to dig a bit deeper into the low-level territory, showing some of the new ENet features exposed in Godot 4, and the effort of bringing WebRTC on all Godot-supported platforms. ENet mesh networking. See other articles in this Godot 4.0 networking series: Multiplayer in Godot 4.0: Multiplayer in Godot 4.0:

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Godot 3.0, new progress report and GDC

Mircosoft Game Dev

If you care about using meshes separately, it is also possible to tell Godot to save them as files. Reimports will overwrite those meshes, though. There is a new export dialog: The idea is that, instead of choosing a platform and hitting export, "Export Presets" can be created. This is more akin to how Unity works.

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