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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 105
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 80
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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Revamped animation editor. x branch used OpenGL ES 2.0 / OpenGL 2.1 ( GLES2 ) as its rendering API. This worked well, but had many limitations preventing us to use more modern rendering techniques. all rendering code was rewritten to use the more modern OpenGL ES 3.0 / OpenGL 3.3 renderer was removed. OpenGL ES 2.0

Feature 52
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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I have to pay to use more than 1 font, or make an animation more than 5 seconds long? Reminder: for iOS, that means WebGL 1.0 and no WASM.)

Sprite 52
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Full Unity 2D Game Tutorial 2019 – Particle Effects CPU and GPU

Game Development

Particle effects are a special type of technique used to display many objects/sprites in an efficient manner to create various effects. Texture Sheet Animation. Allows you to use an animation instead of a static image for a particle. Here you can set how the particle is rendered to the user. Sub Emitters.

Render 52
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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

The main one was performance due to every light being rendered in a separate draw pass. x is that, several times, sprites are separated in many nodes in order to be animated or assembled. The regular CanvasOccluders have a new option to enable them for SDF rendering. Improved 2D lighting. This has been added for 4.0

Engine 55