Godot 4.5 RC2 🕹️, Babylon.js Editor 👨💻, RTX Remix Particles 💥
Engines & Editors 🚀
Godot 4.5 RC2 Lands, Stable Release Imminent
Godot 4.5 RC2 is out, fixing the last known critical regressions and paving the way for a stable release soon. This snapshot addresses Android C# installs (API ≤ 29) and requires net9.0 for Android exports, plus fixes for Wayland builds, Metal binary loading, editor polish, and animation. The team is locking 4.5 while queuing early work for 4.6. Download RC2, try the Web/XR/Android editors, report regressions, and consider supporting development.
New Babylon.js Editor Streamlines WebGPU/WebGL Game Creation
Web game devs get a boost: the Babylon.js Editor is here to simplify world building and project setup. It’s free, open-source, and cross-platform, with templates for Next.js, SolidJS, and Vanilla. Integrated tooling—like automatic KTX texture compression—helps you ship high-quality visuals without sacrificing performance. Check out the editor, docs, repo, and a walkthrough video to dive in.
Rendering, VFX & Modding ✨
NVIDIA Supercharges Modding: GPU‑Driven Particles Arrive in RTX Remix
NVIDIA’s RTX Remix 1.2 introduces a GPU-driven, path-traced particle system that brings lifelike fire, smoke, and effects to classic games—complete with accurate shadows, reflections, and realistic physics. Modders can drop particles into scenes live or craft custom effects in the Toolkit, all with minimal performance impact. With 165+ compatible games and a booming community (100+ mods, 2M+ downloads), a fresh visual overhaul for beloved titles is on the way.
UE5 Fighting Game Tutorial: Projectile FX with TRUE Engine
Level up your fighting game VFX in UE5 with Eugene1sv’s latest tutorial on projectile effects. Using the TRUE Fighting Game Engine, you’ll learn workflows suited to MK/Tekken-style combat, including support for multiplayer and 2.5D/3D arenas. Blueprint knowledge is recommended. Explore more episodes in the series and grab the engine to accelerate your build.
Industry Insights & Team Health 🧠
Giant Squid on Funding Gaps, PS Plus Tradeoffs, and Last-Minute Polish
Sword of the Sea rides a wave of strong reviews thanks to a late-game push funded by Sony’s PlayStation Indies and coordinated with PS Plus. Nava explains the co-publishing hybrid, the risks and rewards of launching “free” to subscribers, and how extra storefront control enabled last-second fixes that “saved the game.” The piece also dives into remote ideation lessons post-COVID and the cashflow crunch indies face between ship and recoup.
Stop Crunching: How to Lead Game Teams Without Burning Out
Veteran designer Bartosz Idzikowski shares practical leadership lessons for gamedev: lead with integrity, humility, and accountability; delegate to avoid hoarding power; and use a simple three-step decision process to prevent rushed or avoided calls. He explains how to set team-first priorities, maintain morale, and protect your own mental health—so you don’t model crunch. Candid stories, actionable frameworks, and a must-read book list for new and aspiring leads.