Godot Road Generator 🛣️, Jolt 5.6.0 💇‍♀️, SpacetimeDB ⚡

Jul 11, 2026

🛠️ Smarter Tools for Game Dev Pipelines

Godot Road Generator Levels Up With Smart Lanes and AI Paths

Patrick “TheDuckCow” Crawford’s Godot Road Generator plugin just got a major boost with new traffic lanes for intersections, courtesy of a community contribution. Built on Path3D, it creates fully customizable, seamless road geometry and flexible procedural intersections. The tool auto-generates lane-change geometry, collision meshes, and AI lane paths with neighbor connectivity, plus offers gizmos, Terrain3D flattening, and GLTF export. It’s fully compatible with Godot 4.7 and tailored for traffic-heavy, open-world, and racing projects.

Stop Building Controller-First VR: Unity’s New Hand Capture & Simulator Explained

Unity and Meta lay out a hands-first future for XR and show how to build it today. The stream introduces XR Hand Capture for recording real gestures in-headset and importing them as reusable shapes and poses, plus a revamped XR Interaction Simulator that plays those poses back directly in the editor. Meta complements this with its Interaction SDK, microgestures, and multimodal input on Quest. Together, these tools make it far easier to design, debug, and ship natural hand-driven VR/MR gameplay.

⚙️ Performance & Physics Upgrades

Jolt Physics Adds GPU Hair Simulation and Up to 40% Speed Boost

Jolt just rolled out a heavyweight physics update focused on GPU acceleration and realism. Developers get a new compute-shader interface plus a GPU-driven strand hair system with collision, skinning to scalp meshes, and guide/follow hair support. Under the hood, a redesigned friction model and a host of optimizations can cut memory usage by up to 70% and boost performance by as much as 40%. The patch also tightens character and vehicle behavior, improves cross-platform determinism, and officially drops support for UWP, Windows ARM32, and older toolchains.

300,000 TPS: Why SpacetimeDB Outruns Postgres for Real-Time Games

Tyler Cloutier (BitCraft Online) walks through how SpacetimeDB collapses the classic “web server + Postgres” stack into a single distributed operating system, running your game/server logic directly inside the database. By pinning work to one core, pipelining durability, and colocating code with data, SpacetimeDB hits around 300,000 transactions per second where a typical Node + Postgres stack manages under 1,000. The result is a radically simpler, fully real-time model that maps naturally to multiplayer games and modern web apps.

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