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Eray Zesen
@erayzesen
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A Solo Indie Game Developer. itch: https://t.co/UKfeS3WVX3 Creator of Quark Physics Engine: https://t.co/83C4ZC1De6
Δ°stanbul
Joined June 2011
#QuarkPhysics integration with #GodotEngine 4 is complete, and I have released the first version. If you're using Godot 4.3, you can currently try the project on all platforms. ππ» #gamedev #screenshotsaturday #SoftwareEngineering #creativecoding
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@kadircnpt Hi, Iβm not familiar with the Mono ecosystem. If you are trying to develop a simple physics system for your game project, I recommend starting with AABB-based collision solutions and then moving on to SAT algorithms. You can find plenty of tutorials on these topics.
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@YanDaik No for the end user in this scene. Only adjustments and modifications made via the editor are sufficient.
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A new release with significant improvements for the #QuarkPhysics plugin for #GodotEngine has been published.(v1.0.2) For details: #programming #gamedev #creativecoding #generativeart #madewithgodot
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@18_soru_ it's a nice test, thank you. π Godot might be due to the fact that Godot's physics engine has multithreading capabilities. It also seems like Godot needs more iterations for the same stability. π€
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I'm working on the GDExtension integration of #QuarkPhysics for #GodotEngine 4.Along with this, UV support for QMesh will be included in the next release. Additionally, there will be editor tools within Godot to make all adjustments.
I have integrated #QuarkPhysics into the LTS version of #GodotEngine as a module. π #creativecoding #screenshotsaturday
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RT @willemrosenthal: Fake 3D chopper made by 100% by stretching and repositioning sprites! π No 3D models here :) Can you tell? #screenshotβ¦
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I've added the QPlatformerBody class to the plugins section for the next release of #QuarkPhysics. This class is very easy to use and generally handles the issues and solutions of platformer physics. π #gamedev #programming
Why popular game engines doesn't provide a 2d platformer character body class directly? Developers are constantly trying to solve the same problems and realize the same scenarios. π
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