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Best Practices for Sharing Code Between Cocos Creator 3 Projects

Cocos

Best Practices for Sharing Code Between Cocos Creator Projects Hello fellow developers, I’m currently exploring efficient ways to share reusable code across different projects in Cocos Creator and would appreciate your insights on two methods I’m considering: Git submodules and NPM packages. Has anyone else faced similar challenges?

Code 40
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Handle the collision of sprites

Cocos

best way to debug this kind of bugs is to activate physic debugging, add this to your code. onLoad() { PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | EPhysics2DDrawFlags.Pair | EPhysics2DDrawFlags.CenterOfMass | EPhysics2DDrawFlags.Joint | EPhysics2DDrawFlags.Shape; }

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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

or better : with 3D scenes Origins Two days ago, I saw a fun effect: The article was: Dazzling HTML5 Front End Design Source Code Analysis Notes - Remnant Clothes Effect Example: Tearable Grid It is an effect that I’ve seen before and recently brushed up on. So I researched the code and prepared to port it to Cocos.

Build 98
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ). See the list below.

Beta 110
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). iOS: Check Xcode output and display errors if code signing, project build or.ipa export failed ( GH-71212 ).

Beta 85
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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

All CPU source code is available under the simple BSD3 open source license, and NVIDIA GPU binaries are included at no cost. This is a first step in the process of opening up more and more Omniverse source code. This informed the decision to return to the more permissive licensing terms used for PhysX 4.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

macOS: ARM64 build, code signing. Raise errors when accessing deleted objects in debug. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. macOS: ARM64 build, code signing. Raise errors when accessing deleted objects in debug.