Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
30 commits
Select commit Hold shift + click to select a range
81c1ce8
2 new starter templates, FNAF & GTA (#1067)
HelperWesley Oct 7, 2026
ec23d5d
Reorder starters (#1070)
ClementPasteau Oct 7, 2026
54b75dc
Fix test (#1071)
ClementPasteau Oct 7, 2026
9d43f97
Revert order (#1072)
ClementPasteau Oct 7, 2026
820e3d3
Add fix for lights temporarily (#1073)
ClementPasteau Oct 7, 2026
3c3fa4d
Upgrade examples using lights to Light3D 2.0 to support old/new GDeve…
4ian Oct 8, 2026
e351c2e
Update all examples to new shadow rendering (#1075)
4ian Oct 8, 2026
fbe2e02
Add the "3D GTA with a map" example, and rename the GTA starter "Mini…
4ian Oct 14, 2026
1e29c4e
Use scattered models for the forests of the 3D GTA with a map (#1084)
4ian Oct 14, 2026
a1f5f8b
Add a tunnel through the hill of the 3D GTA with a map (#1089)
4ian Oct 14, 2026
68822fb
Add 3D island example with 3D terrain, grass and water (#1080)
4ian Oct 14, 2026
e5baf19
Add wet sand and dry patches to the 3D island (#1085)
4ian Oct 14, 2026
138565b
Example/Starter game update - Fixing several small issues (#1078)
HelperWesley Oct 14, 2026
d3f517d
Starter project update - Upscaled textures for 3D boxes (#1077)
HelperWesley Oct 14, 2026
3501d16
Let themes paint the 3D terrain: material and color slots for custom …
4ian Oct 14, 2026
fca25c6
Make the 3D GTA with a map a themeable starter (#1083)
4ian Oct 14, 2026
fe66b7b
Test filling holes and selecting scattered models in the 3D terrain e…
4ian Oct 14, 2026
cd60c4c
Shorten the descriptions of the 3D island and the 3D GTA with a map (…
4ian Oct 14, 2026
ed76122
Use the new shadow rendering mode in the 3D island (#1095)
4ian Oct 15, 2026
358fc92
Update examples skyboxes direction to be standard cube (#1069)
ClementPasteau Oct 16, 2026
d86d91e
Merge remote-tracking branch 'origin/main' into claude/awesome-knuth-…
claude Oct 19, 2026
cb41132
Use the standard cube orientation for the skybox of the FPS with enemies
claude Oct 19, 2026
cef15cd
Make the enemies of the FPS with enemies walk with a navmesh
claude Oct 19, 2026
8c45a8a
Map the objects of the FPS with enemies and the camera monitoring to …
claude Oct 19, 2026
9e00467
Give the tests of the camera monitoring starter a 120 s timeout
claude Oct 19, 2026
8593eb3
Throw a shot enemy back with the impulse at the impact again
claude Oct 19, 2026
41ccaf9
Throw a shot enemy back keeping their physics body
claude Oct 19, 2026
3d793eb
Require the GDevelop version with the "Body type" action for the exam…
claude Oct 20, 2026
c7279ff
Make the walking enemies kinematic, and dynamic when shot
claude Oct 20, 2026
d47a396
Give the submitted tests of the FPS with enemies a 120 s budget
claude Oct 20, 2026
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
The table of contents is too big for display.
Diff view
Diff view
  •  
  •  
  •  
28 changes: 28 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -70,6 +70,34 @@ slot for all its faces, or to one slot per face. A skybox effect, referred to
as `effect:<scene>/<layer>/<effect>`, maps to one skybox slot: the theme's
skybox replaces its six faces.

A custom object, like the 3D terrain, maps some of its properties. An image
property maps to a texture slot, a 3D model property (like the model of
scattered models) to a model slot, a color property to a color slot, and the
texture of a terrain layer to a *material* slot, a texture with its normal map,
along with the property that takes the normal map:

```json
"scene:Game Scene/Terrain": {
"Layer1Texture": { "slot": "terrain.ground", "normalMap": "Layer1NormalMap" },
"Layer2Texture": { "slot": "terrain.road", "normalMap": "Layer2NormalMap" }
},
"scene:Game Scene/Grass": {
"BaseColor": "terrain.grass.base",
"TipColor": "terrain.grass.tip"
},
"scene:Game Scene/PineForest": {
"Model": "nature.tree"
}
```

A theme whose material has no normal map empties the normal map property: the
bumps of the starter's texture would not match the theme's. A theme model keeps
the other properties of the object, like the size of the scattered copies.
Custom objects don't have to be mapped, except those drawing a 3D model (like
scattered models), which are mapped or listed in `ignoredObjects` like 3D
models. The children of a custom object that are 3D models or cubes are mapped
too (list the placeholders of the terrain and the grass in `ignoredObjects`).

**When you add a 3D starter, add its `theme-slots.json`.** The build refuses to
publish a 3D starter without one, or one where a 3D model or cube is neither
mapped nor listed in `ignoredObjects`, and it names the object:
Expand Down
4 changes: 3 additions & 1 deletion examples/3d-car-coin-hunt/3d-car-coin-hunt.json
Original file line number Diff line number Diff line change
Expand Up @@ -8504,11 +8504,13 @@
"frustumSize": 4000,
"intensity": 0.75,
"minimumShadowBias": 0,
"rotation": 300
"rotation": 300,
"shadowDistance": 3000
},
"stringParameters": {
"color": "255;255;255",
"shadowQuality": "medium",
"shadowRenderingMode": "fittedToCameraView",
"top": "Z+"
},
"booleanParameters": {
Expand Down
Loading
Loading