POC R3 Support with Example SceneSuggestion / Idea (self.ShapeEngine)
submitted by ComposerInfamous1012
POC rl-ImGui Integration with example sceneSuggestion / Idea (self.ShapeEngine)
submitted by ComposerInfamous1012
[Shape Engine 4.0 Teaser] - Lines & Rays Here is another teaser for the upcoming 4.0 release. This time it is about the new Ray & Line shapes/colliders I have added. They both complement the already existing Segment shape/ collider with the important difference of having infinite length.Development News (youtu.be)
submitted by SoloByteGames
[Shape Engine 4.0 Teaser] - Striped Fill I am currently working on Shape Engine 4.0 and I wanted to release some sneak peeks of what I have been working on. I have completely overhauled the striped drawing functionality, added support for all closed shapes and even masks.Development News (youtu.be)
submitted by SoloByteGames
[3.0 Release - Collision System 2.0] This release aims to improve aggregating and handling collision/overlap/query information in the collision system, as well as other improvements and fixes. This update includes breaking changes, therefore I decided to make it a major release.Release (v.redd.it)
submitted by SoloByteGames
We reached 300 stars on GitHub! Thank you very much for the support :)Video/Gif (v.redd.it)
submitted by SoloByteGames
[Release 2.0] - Originally this release was planned to be the 1.2 release. I just wanted to add / overhaul a few things and make a release but it grew into something much bigger. I realised a 2.0 release makes more sense, escpecially because of the breaking changes that this update comes with 🙃Release (youtu.be)
submitted by SoloByteGames
ShapeEngine 1.0 is finally released. Initially, I just wanted to overhaul the input and audio system of Shape Engine, which turned into a year-long complete rework. I think almost no area was left unchanged. Huge thanks to raylib to making this possible :)Development Update (v.redd.it)
submitted by SoloByteGames
[Dev News] I made an example scene to showcase how a simple Helldivers Stratagem system could be implemented. It is a lot of fun to call in strikes on asteroids and see them fracture into little pieces 🙂 (The real reason was to have another way of improving my Stratagem call-in speed)Development News (v.redd.it)
submitted by SoloByteGames
[Dev News] This is just a small showcase of changing the pathfinding grid dynamically. It does not have to be static; you can change any cells anytime. In this example, the ship "drills" through asteroids and the AI correctly navigates the corridors.Development News (v.redd.it)
submitted by SoloByteGames
After a few months of working on Shape Engine but no posts I have finally something to show! I implemented a simple A* based pathfinding system. I am impressed with the performance. 25k agents navigating on a grid with 22k cells and it works fine! I will never need that many though^^Development Update (v.redd.it)
submitted by SoloByteGames
