Quick Links: Download Gideros Studio | Gideros Documentation | Gideros community chat | DONATE
Gideros 2026.8 released — Gideros Forum

Gideros 2026.8 released

hgy29hgy29 Maintainer
Hi Giderians,

Here is a new Gideros version mostly to keep up with android tooling upgrade.
It also contains a nice addition for your 3D games: the native bump library (cbump) now support 3D, with an API insipred by bump-3dpd.
To enable 3D API, the newWorld() call now accepts three arguments: the cell size (as before), the required precision (if non zero, bump will align the resulting computations to the given grid spacing, thus avoiding some computations inaccuracies), and a boolean to enable 3D API. When 3D API is enabled, the Z coordinate is required and reported in all API calls.

Full change list:

Improvements
[sprite] Allow ghosts to be constructed through a callback
[sprite] Add getPostionVector function
[plugin/bump] Add 3D support
[plugin/bump] Add precision information to avoid computation errors
[export/android] Update to latest android tools
[export/ios] Improve orientation management
[plugin/iab] Use android billing client v9.1

Download it from here: http://giderosmobile.com/download
Tagged:
+1 -1 (+6 / -0 )Share on Facebook

Comments

  • MoKaLuxMoKaLux Maintainer
    edited July 30
    PS: when I use
    -- debug
    print(world:getCube(plane)) -- x, y, z, w, h, d
    print(world:getCube(player1)) -- x, y, z, w, h, d
    I don't get the z nor the depth
    256	192	0	3.200000047683716	128	0
    256	128	0	3.2	19.2	0
    So I assume I didn't setup up the world for 3D correctly 😢
    local world = BumpWorld.new(64, 0, true) -- (cellSize, precision, 3d)
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • hgy29hgy29 Maintainer
    MoKaLux said:


    So I assume I didn't setup up the world for 3D correctly 😢

    local world = BumpWorld.new(64, 0, true) -- (cellSize, precision, 3d)
    Can you try:
    local world = cbump.newWorld(64, 0, true)

    Likes: MoKaLux

    +1 -1 (+1 / -0 )Share on Facebook
  • MoKaLuxMoKaLux Maintainer
    edited September 18
  • hgy29hgy29 Maintainer
    MoKaLux said:

    Cuboid = Core.class(Mesh) -- I am trying to set Mesh.new(is3d = true)
    You can enable 3D mode in Mesh that way:
    Cuboid = Core.class(Mesh,function() return true end)

    Likes: MoKaLux

    +1 -1 (+1 / -0 )Share on Facebook
  • hgy29hgy29 Maintainer
    MoKaLux said:

    I think I tried this but the collisions are still offset on the z axis 🙃

    Yes, sorry I misread your code. set/getAnchorPoint doesn't work for 3D, since Sprites don't have a depth by default. You should use setAnchorPosition instead

    Likes: MoKaLux

    +1 -1 (+1 / -0 )Share on Facebook
  • Nice update thanks :)

    Likes: MoKaLux

    +1 -1 (+1 / -0 )Share on Facebook
  • XmanXman Member
    edited August 30
    I got a device orientation issue on Android tablet.
    For example, my game only support portrait, it's no problem on phone since its orientation is fixed. On tablet, Fixed screen orientations will be ignored, when it's upside-down, the content of the game is not rotated, only a rotation animation played. However, the banner on bottom will always on the bottom side when device is rotated, then the top side of the game is covered by the bottom banner.
    I tested this case in some other game engines like Go* De*, its game content will be rotated on tablet.

    It is almost the same as I reported in the release 2026.4 for iOS.

    Likes: MoKaLux

    +1 -1 (+1 / -0 )Share on Facebook
  • MoKaLuxMoKaLux Maintainer
    edited September 18
    oh I have an issue with latest Gideros 2026.8 😢.
    - I have an app built for win32 export
    - I uncheck Open console

    issue:
    - the build has still a myapp-Console.exe file 🤷‍♂️

    Have you encountered this issue?

    EDIT: I changed in myapp.gproj, win32_console="1" to "0" but problem persists!
    Also deleted the file in the .tmp folder to no avail
    And also copied the files over to a fresh Gideros project 🤔.

    maybe it has something to do with the Plugins? My two cents.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • MoKaLuxMoKaLux Maintainer
    edited September 18
    I found a bug 😋, this code crashes my win32 app when I minimize its window:
    application:setBackgroundColor(0x1e0a1e)
     
    local myttf = TTFont.new("fonts/FrankRuhlHofshi-Bold.otf", 40)
    local tf = TextField.new(myttf, "HELLO WORLD!") -- CRASHES THE APP
    --local tf = TextField.new(nil, "HELLO WORLD!") -- OK
    tf:setTextColor(0xc4c4c4)
    tf:setPosition(3*32, 3*32)
     
    stage:addChild(tf)
    No crashes when window is minimized with Windows Qt export.

    EDIT: it seems to be an issue with asyncCall on win32 builds on Windows 11 (Windows 10 is ok)
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • MoKaLuxMoKaLux Maintainer
    edited September 18
    MoKaLux said:

    I found a bug 😋, this code crashes my win32 app when I minimize its window:

    FYI: after some more coding, I found out that there is a difference using asyncCall on Windows 10 and Windows 11 :o . Windows 10 seems ok, Windows 11 not.

    Hope this help!?

    Viva Gideros 🎉
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
Sign In or Register to comment.