Calamity engine devlog 2
i’m back with another fire devlog
Physics changes
I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class.
Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)!
Windows is supported again
You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though…
Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library)
Example changes
I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service!
Stuff that’s planned for the next minor release
I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1.
New minor release
After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD
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