BGE 2.75 release Notes

Nice :slight_smile:
I hope custom UV animation will be added too some time. That would make 2D Game creation a lot simpler.

That’s good news about the material animations. I’ve been using nodes and object color to do that until now but I’d rather do it without nodes…

Hi! Yes I didn’t know that was already possible with nodes… I should definitly do the step to learn nodes. About object color, if you had several materials for the same mesh, you could not animate each material as you wanted. With the new feature, we can animate alpha, colors, specular (color, intensity, hardness) for each material. For me, it’s a great improvement!

I am looking for a way to rotate sun shadow texture(the square, also called frustum, which is orthographicly casted on surface) to fit another object, but, making it more complicated, not rotate sun. Maybe Blender already can support sun frustum manipulation with python, but, if not, than someone could include it in 2.75 or 2.76? It’d be great, I wanna see a common good looking cascade shadows in BGE…

Good news!

KX_GameObject.collisionGroup
KX_GameObject.collisionMask

and

The XYZ translation can now be lock for dynamic objects.

*could not easily :wink:

*could not easily :wink:

Hi! Do you mean you can animate each material separately with “object color” (if you have a mesh with 3 different materials for example)? Or do you mean that was already possible to animate materials with other techniques (GLSL or vertex paint or something else)?

Both. You could use the rgb components to select materials (as many as you can encode in three floats, which is quite a few) or use textures which give you a large number of rgba colours

Ok. But as far I know, there was no way (except GLSL) to animate alpha and specular.? (sorry if I did not understand your answer correctly)

It looks like they are going to add colision.hitPosition and .hitImpulse
as well!

with that and object.activeConstraints and scene.setLODCenteriod…
I will have nothing left to wish for in the APi,

as far as I can tell, with the new viewport code everything I want will be working!
except maybe cascaded sun shadows…