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Devlog
v3.1.0 Minor Release
December 15, 2024
by
Dave Green
#minor release
Summary This release addresses various fixes and improvements that were missed in the 3.0 release. Despite introducing some breaking changes, I decided to classify this as a minor release rather than...
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v3.0.0 Major Release
December 09, 2024
by
Dave Green
1
#major release
Summary This release improves how collision/overlap/query information is aggregated and handled. Before, information was collected on a per-collider basis, and events/functions were called on the acti...
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v2.4.0 Minor Release
December 09, 2024
by
Dave Green
1
#minor release
Transform2D Enhancements: New Functions : UpdateTransform : Updates the transform. GetChildTransform : Retrieves the transform of a child object. Collider Enhancements : Uses UpdateTransform Function...
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v2.3.0 Minor Release
December 09, 2024
by
Dave Green
1
#minor release
Main Changes ScreenTexture macOS scaling fix AudioDevice cleanup and improvements Collider & CollisionObject collision notification system improvements Changelog ScreenTextures should now properly sca...
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v2.2.0 Minor Release
December 09, 2024
by
Dave Green
1
#minor release
This is a minor update improving/ fixing a few things. - Segment Overlap functions fixed. - Quad ContainsPoint function fixed. (typo was the problem) - Polyline improvements / clean up. - RangeFloat a...
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v2.1.1 Patch Release
December 09, 2024
by
Dave Green
1
#patch release
This is only a small patch update for: - Savegame system path combining fixed...
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v2.1.0 Release
September 08, 2024
by
Dave Green
#small update
This is a small update for ShapeEngine. I have added 2 new features: Circle Sector shape and Circle Sector Collider (can be useful for detection cones for instance) Outline Percentage Drawing for all...
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2.0 Release
August 29, 2024
by
Dave Green
2
#release
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 much m...
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Dev Update 11 - Gapped Outline & Scaled Line
August 08, 2024
by
Dave Green
#dev update
I am currently working on the 1.1 release of ShapeEngine. It’s taking longer than expected (as usual) and I wanted to bring out a dev update for the new drawing functions I added. I have added “ga...
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Shape Engine 1.0 Release
May 29, 2024
by
Dave Green
#1.0.0, #v1.0.0, #release
Initially, I just wanted to overhaul the input and audio system of Shape Engine. This turned into a year long complete rework. I think there is almost no area of Shape Engine that did not get changed...
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Dev Update #10 - UI 2.0
May 23, 2024
by
Dave Green
#dev update, #ui
I completely revamped the UI system in ShapeEngine to be more user-friendly and robust. Drawing inspiration from Godot's Control Node system, I created a similar node called ControlNode in ShapeEngine...
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Dev News - Word Emphasis 2.0
May 17, 2024
by
Dave Green
#dev news, #emphasis
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. Additionally, multiline text can detect the mouse and high...
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Dev News - Helldivers vs Asteroids
May 01, 2024
by
Dave Green
#dev news, #helldivers, #stratagem
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...
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Dev News - Shape Projection
April 17, 2024
by
Dave Green
#dev news
I have implemented functions to project all of ShapeEngine´s supported shapes along a vector, which is helpful for collision detection involving fast or small objects. To improve simplicity and effic...
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Dev News - Pathfinding 3
April 03, 2024
by
Dave Green
#dev news, #pathfinding
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 th...
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Dev Update #9 - Pathfinding 2
March 20, 2024
by
Dave Green
#dev update, #pathfinding
Here is another example of how the pathfinding in Shape Engine works. Cells can have any weight, red is blocked, green is more favorable, and orange is less favorable. The most optimal path is found f...
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Dev Update #8 - Pathfinding
March 07, 2024
by
Dave Green
#dev update
I was silent for a few months but kept working on Shape Engine. I just had nothing to show and wanted to keep moving. Now I finally have something worth showing :) I implemented a simple pathfinding s...
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Dev Update #7 - Input
October 21, 2023
by
Dave Green
#dev update
Summary 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. I focused on abstracting input devices so that as a de...
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Dev Update #6 - Screen Shaders & Camera
October 07, 2023
by
Dave Green
#dev update, #camera, #screen shader
Great news! The screen shaders and camera system are now fully functional. I've made some simplifications to both systems, focusing only on the essential features. The camera can now track a target, s...
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Dev News - Delaunay Triangulation
September 16, 2023
by
Dave Green
#dev news
While working on some cleanup and refactoring regarding the camera & shape systems, I made another simple example scene featuring my Delaunay Triangulation Algorithm implementation. Instead of triangu...
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Dev News - Camera System Teaser
September 10, 2023
by
Dave Green
#dev news
Why turn your ship when you can rotate space itself? :) I am currently working on the camera system of Shape Engine and testing all the new features. Most of it is already working and as soon as I hav...
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Dev Update #5 - Poly Merge/ Cut/ Fracture
September 02, 2023
by
Dave Green
#dev update
For The last few weeks, I have been busy working on many small and tedious things all around the engine, so I never had anything to showcase… So for this week, I chose to work on polygon fracturing...
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Dev Update #4 - Area Collision System
August 05, 2023
by
Dave Green
#devupdate
For the last two weeks, I was working on fixing the remaining bugs and improving the performance of my new collision system. It is finally in a state where it is almost done and it is working great. I...
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Dev News - Continuous Collision Detection
July 26, 2023
by
Dave Green
#dev news
The continuous collision detection is working! It is only needed for colliders that a very fast, very small, or both. The system is only working with circle shapes and all other closed shapes are auto...
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Dev Update #3 - Polyline Collider
July 22, 2023
by
Dave Green
#dev update
I have finished the polyline collider collision system. Implementing the one-way collision system was a little bit trickier than expected but now shapes can pass through segments/polylines in one dire...
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Dev News - Polygone Fracture
July 19, 2023
by
Dave Green
#news
I implemented a triangulation algorithm for polygons (ear clipper + random ear clipper) and added some other useful features to help with polygon fracturing...
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Dev Update #2 - Polyline Collision
July 15, 2023
by
Dave Green
#dev update
I am currently testing the new polyline collider shape and implementing the new one-way collision system for segments and polylines. The new one-way collisions are only available for segments and poly...
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Dev News - Polyline Inflation
July 12, 2023
by
Dave Green
#news
I implemented the clipper2 lib into ShapeEngine to add more awesome functionality to the polygon system, like growing/shrinking or inflating polylines to polygons!...
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Roadmap v1.0
July 08, 2023
by
Dave Green
#shapeengine, #news, #roadmap
Roadmap This is just a very basic outline of the tasks I have to do until the 1.0 release of Shape Engine. There are a lot of smaller and/or unforeseen things in between those steps, but it should giv...
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Dev Update #1 - Text & Font
July 08, 2023
by
Dave Green
#devupdate, #shapeengine
I overhauled the text & font system of Shape Engine and added some new interesting features. You can color single words in a text and use word wrap for multiline text to make displaying a lot of text...
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