What are the supported platforms?
Currently only Mac with vulkan/metal, but eventually all platforms.
Wow! Very cool! When it’s added to the Defold?
Not sure. We’re currently really busy with the Rive integration and improved atlas packer. But it is high on our list and will hopefully be finished as one of the next tasks.
Teaser for custom vertex format support for Models:
This is basically a preamble to support more higher-level features such as GPU skinning and instancing (which is next on my list now).
I’m currently working on LSP auto-completion integration:
Can you give an approximate date for Rive integration to become available?
We’re doing some final touches on it, but our hope is to have a technical preview out tonight
Currently working on adding 3D support for changing individual collision shapes:
Yesterday we discussed what we want to do with the physics support, and so you can expect more features to be added in the near-ish future!
Here’s part of an upcoming engine feature - loading buffers + creating textures asynchronously:
The feature will add a few new functions to do this:
sys.load_buffer(…)
sys.load_buffer_async(…)
resource.create_texture_async(…)
Currently only the resource loading part is done asynchronously, but after the new sys functions are done we will also add uploading of texture data async. The new sys functions are somewhat similar to the load functions we already have, but the main difference here is that they will load items from the resource system first (i.e read from all the resource mount locations, like disk, http, zip archives) and fallback to regular file reading
I decided to be the necromancer of the month by posting in this ancient thread.
A few improvements to the Debug->Simulate Resolution
functionality in the editor:
- The selected resolution is now saved for a project, including custom resolutions.
- The selected resolution is applied every time the engine starts.
- A few new iPhone devices and a new “Handheld” section were added.
- Resolution simulation now works for all launched instances.
Good job, necromancer @AGulev ! I like this thread and the insight into the work you guys do.
One more small teaser
Now it’s going to be easier to view logs from debug builds on different platforms.
Here’s a teaser for the next 1.9.5 release…
We’ve improved the pipeline to support pivot points for atlas images (issue 3666)
Both in our own atlas format, but we’ll also support the pivot points from Texture Packer.
This change also paves the way for future improvements such as atlas image rectangle trimming (issue 3629).
We consider this an MVP, and we’ll add more tickets as we go. E.g. currently missing:
- In-view visualization of the pivot point, for easier editing
- Tile source support
This is one hell of an addition! Thank you
So once the pivot point is set it can’t be changed at runtime? Or can it?
The pivot point is for the image in an atlas. It is unlikely we’ll add a function ion to change it at runtime.
I’m thinking there would be a use case for being able to change the pivot point. But I guess you could make multiple copies in the atlas and use various pivot points. But for ease of code management I’d think it would be nice to be able to change at runtime. My 2 cents.
Yay! This feature will really simplify the problem of sorting objects when the camera looks at the scene ‘’slightly from above‘’, when you need to combine the spine model with the anchor point in the legs and the environment sprites in the rendering with one predicate.
In the video I have the character is obscured by sprites, although he is closer to the viewer.
I would guess that by simply shifting the sprite pivot to the south in terms of GUI pivot the sorting would be correct.
Yay! Tried new beta 1.9.5
The video shows how the same scene works with the new sprite pivot points. Just set the Y to 1, meaning the pivot point is at the bottom of the sprite. And now sorting the character with pivot in feet and sprites works the same way.