Godot 4.7.1 RC ๐ฎ, Box3D Engine ๐ง, EVE MMO Open-Source ๐
๐ Engine Updates & Fixes
First Godot 4.7.1 Release Candidate Lands with Key Fixes
Godot has shipped the first 4.7.1 release candidate just a week after 4.7, zeroing in on regressions that didnโt exist in 4.6. This RC brings targeted fixes across animation, GUI (including touchscreen drag-and-drop), Android input, navigation agents, networking, and rendering issues like flickering lights and stale transforms. Developers can grab desktop builds, export templates, or try the Web, XR, and Android editors. The team urges testers to report regressions and, if possible, support ongoing development via donations.
Box3D: An Open Source 3D Physics Engine from Box2Dโs Creator
Box3D is a new open source 3D physics engine that extends the architecture and philosophy of Box2D into three dimensions. Built after Unrealโs Chaos struggled with gyroscopic motion and stable tree felling, itโs optimized for massive entity counts, voxel terrains, and streaming thousands of collision shapes as baked compounds. The engine features continuous collision, sub-stepping, SIMD contact solving, recording/replay, and deterministic large-world support. Itโs already shipping in several games and will be supported long-term alongside Box2D.
๐ฎ Open Source & Creation Tools
Build Your Own MMO: Fenris Open-Sources EVEโs Carbon Engine
Fenris Creations (formerly CCP Games) has open-sourced Carbon, the 23-year-old engine behind EVE Online, on GitHub under permissive licenses that even allow you to build and fork your own MMO for free. The team carefully excluded sensitive pieces like EVEโs live economy while exposing the hardened core engine. Drawing on lessons from Godot, Fenris is moving Carbon toward a plugin-based architecture with clear contribution and LLM-disclosure guidelines. Their goal: a thriving community building tools, apps, and new experiences around the EVE universe.
From One Sprite to Full Animation Set: Ludo.aiโs New Update
Ludo.aiโs latest Sprite Generator update focuses on turning a single 2D sprite into a complete, drop-in animation set with minimal manual work. Developers can now generate fresh poses via presets or custom prompts, rotate sprites into new angles, and automatically build transition, lead-in, and follow-up animations. Updated export flows keep formats consistent across the pipeline, targeting the exact pain points where small teams usually slow down: posing, connecting animations, and packaging assets.