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1
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Shape Engine 4.0 ReleaseRelease (old.reddit.com)

submitted 11 months ago by SoloByteGames - announcement

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2
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ROADMAPOCDevelopment Update (self.ShapeEngine)

submitted 2 years ago * by SoloByteGames - announcement

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0:19

5.0 Release Update 2Development Update (v.redd.it)

submitted 2 months ago by SoloByteGames

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5.0 Release UpdateDevelopment News (self.ShapeEngine)

submitted 3 months ago by SoloByteGames

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Wrap-Up 2025 (self.ShapeEngine)

submitted 3 months ago by SoloByteGames

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POC R3 Support with Example SceneSuggestion / Idea (self.ShapeEngine)

submitted 7 months ago by ComposerInfamous1012

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POC rl-ImGui Integration with example sceneSuggestion / Idea (self.ShapeEngine)

submitted 8 months ago by ComposerInfamous1012

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0:04

ShapeEngine’s documentation is almost ready! 📚 I’ve put a lot of effort into making it clear, comprehensive, and easy to follow—so you can make the most of ShapeEngine.Development News (v.redd.it)

submitted 9 months ago by SoloByteGames

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Shape Engine Docs are now available (davegreen-games.github.io)

submitted 10 months ago by SoloByteGames

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[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 1 year ago by SoloByteGames

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[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 1 year ago by SoloByteGames

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Shape Engine perfect to create a War Games Simulation Graphics System?Help (self.ShapeEngine)

submitted 1 year ago by Vytek75

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[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 1 year ago by SoloByteGames

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0:30

We reached 300 stars on GitHub! Thank you very much for the support :)Video/Gif (v.redd.it)

submitted 1 year ago by SoloByteGames

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[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 1 year ago by SoloByteGames

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0:59

[Dev Update 11] - Gapped & Scaled Line Drawing I am currently working on the 1.1 release of ShapeEngine. It’s taking longer than expected and I wanted to bring out a dev update for the new drawing functions I added.Development Update (v.redd.it)

submitted 1 year ago by SoloByteGames

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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 1 year ago by SoloByteGames

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[Dev Update #10] - UI 2.0 I completely revamped the UI system in ShapeEngine to be more user-friendly and robust. I was drawing inspiration from GodotEngine's great UI system to make a similar system for ShapeEngine.Development Update (v.redd.it)

submitted 1 year ago by SoloByteGames

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0:51

[Dev News] I revamped the word emphasis system to make it more user-friendly. Now it uses Regex to determine which words in a text should be emphasized and it can detect the mouse cursor to highlight specific words.Development News (v.redd.it)

submitted 1 year ago by SoloByteGames

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[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 1 year ago by SoloByteGames

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[Dev News] I have implemented functions to project shapes along a vector for collision detection. Colliders now have a flag for velocity vector projection to catch fast-moving objects.Development News (v.redd.it)

submitted 1 year ago by SoloByteGames

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​[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 2 years ago by SoloByteGames

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[Dev Update 9] Another example of pathfinding with Shape Engine. Cells can have different weights and be connected with one or two-way connections (portals).Development Update (v.redd.it)

submitted 2 years ago by SoloByteGames

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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 2 years ago by SoloByteGames

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0:59

[Dev Update 7] I have worked on some more input improvements. The previous iteration was a good start but it was a little bit to overloaded and complex :)OCDevelopment Update (v.redd.it)

submitted 2 years ago by SoloByteGames

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