https://www.youtube.com/watch?v=Ed9xuwtmoUw
| website | https://adamscott.studio |
| itch | https://adamscott.itch.io |
| github | https://github.com/adamscott |
| linked'in | https://www.linkedin.com/in/scottmada/ |
| website | https://adamscott.studio |
| itch | https://adamscott.itch.io |
| github | https://github.com/adamscott |
| linked'in | https://www.linkedin.com/in/scottmada/ |
@gamedevsenad @godotengine I do use the same low-level Web Audio APIs that Howler.js use in my PR.
AFAIK, Howler.js is a wrapper to be able to use audio on the web simply without having to delve into the cryptic Web Audio API.
So, in a way, I recreated Howler.js for Godot with the existing nodes and systems instead.
This PR exposes the p_cancel_sliding as a parameter to move_and_collide in ClassDB (which GDScript uses). This makes it possible to specify either to cancel sliding or not. As @smix8 said in the pr...
@unormal Aww 😔. This is gonna be my first GDC this year. Would have been great to see you at the #godotengine booth (or elsewhere)!
But I do think it's a great idea to do a final push to release 1.0.
I've been enjoying your game since a while even if I'm way to careless to live long enough to finish the first cave. 😅
Now that we have our own Twitch account, which Godot-related creators should we go give a follow to?
Introduce what they/you do in a sentence or two, and don't forget the channel link! ⬇️
We've got some exciting news to share for Android developers! We are partnering with Google and The Forge to work on optimizing our Vulkan Mobile rendering backend. This work will also benefit non-mobile devices :)
https://godotengine.org/article/collaboration-with-google-forge-2023/