Not for the engine/editor code, but I have a bunch of Lua modules for Defold that I’m using that I wish to release soon, just working on the documentation
My main current tasks involve sound streaming, improved text rendering, C# support and improved C++ dmSDK functionality.
Apart from that, I’m also working on XBox support (slow progress currently).
Perhaps more exciting is the progress on an ongoing experiment that is the AtlasPacker library/tool.
The plan is to have better atlas packing in Defold offered by default.
We hope to start adding such features in bob.jar during this year.
Also, the gui tool should be able to export into our new .tpinfo format as well.
Not the most exciting update perhaps, but here’s a first picture of us fixing the in game profiler for HTML5 builds (and consoles).
First out is the variables:
Not really a friday (but it’s the last day before Easter), but we’re progressing with adding threading support for HTML5.
Here’s a listing of the files when building with the new web target wasm_pthread-web (yeah, it’s a mouthful).
The sizes are comparable with regular wasm target, and the bundling step will allow you to choose what to include with your bundle, and the loader should download
For those that don’t follow us on social media, here’s another teaser for… Text Shaping!
It will allos us to render text with proper kerning, ligatures etc, and also right-to-left.
Currently, it’s an exploratory task, doing some due diligence, but the tests are promising.
Here’s what better pair kernings will give you:
Very cool, most of the time the camera is one of the first things we interact with when we start with Defold so it’s really nice to see the built-in camera getting some love.
Nice. How does this compare to the notion of the functionality of having an editor script function to, temporarily create a collection, drop in the camera GO, switch the bootstrap to it, and run the game (with hot reloading)?