engineeditorapianalytics
the moving parts update
new bongle update!
performance
- biggg performance improvements for larger maps.
- biggg performance improvements for translucent blocks. no more slow oceans!
- translucent blocks work on webgl now. they were webgpu only before.
- faster game startup. the engine now loads while matchmaking is still finding you a room, instead of after.
- faster editor startup! again!
moving things
- riding!
CharacterController.setBase(cc, node)carries a character with a moving body: it moves with it, turns with it, and the camera turns too, through jumps and falls. moving airships, floating platforms, all that cool stuff. every side draws it on its own copy of whatever is carrying you, so it looks right for everyone. Structure.Trait, replicated block structures. point aVoxelMesh.Traitand aRigidBody.Traitat one and you have a moving block structure with physics.- voxel meshes are mutable now, so you can edit a structure while it moves.
Joint.Trait! fixed, point, hinge, slider and distance joints, with springs and motors. a door on its frame, a wheel on a cart, a weld. there's a joints lab and a build-a-car example to pull apart.- rigid bodies don't predict on the client by default anymore. turn it on where it earns the jitter.
api
some breaking changes for future maintainability. there are no games to break yet, so now is the time!
- traits live in namespaces with their utilities beside them:
CharacterController.TraitandCharacterController.setLookAt(...),RigidBody.Trait,VoxelMesh.Trait, and so on. one import per thing, everything about that thing in one place. RigidBody.Traitis flattened and rebuilt around shape, config and state, and the rest of theRigidBodyapis got the same treatment.- removed
config({ server: false })for now. focusing on multiplayer games! DynamicCharacterController, a higher performance but less precise alternative toCharacterController. good for mobs!BlockOutline.Trait, a utility trait for easy build and break block selectors, and similar.BlockOverlay.Trait, for easy overlays like block breaking cracks. it takes any sprite, so you can use it for other block visual effects too.BlockMeshTraitdraws a single block as a node.- node references: declare one with
prop.node(), and node ids are decided when the node is created. - a
raycastapi with one pooled collector for the closest hit, all hits, or any hit. - a block's shape and its collision shape are separate now, and voxel raycasts line up with
raycast. - pathfinding gained ground movers and routes to the closest cell you can actually reach. there's a sheep mob example.
- waving and rippling liquid surfaces.
analytics
- new analytics apis for creators:
analytics.funnel,analytics.progress,analytics.economyandanalytics.track. numbered funnel steps, numbered progression levels, currency sources and sinks, and anything else you want counted. - the data shows up on your project's dashboard under /create: funnels, where players get stuck, retention cohorts, players per day with build markers, performance by device, and play timelines you can expand.
- a "hide team playtesting" toggle, so your own test events don't muddy the numbers.
editor
- bongle mcp! let agents drive your editor. experimental. instructions are in the editor, under Agents.
- "bingle". an experiment. some people may be asked to test :)
- touch editing. the editor opens on a phone now, with reworked toolbars, hotbar and inspector.
- the engine draws block, prefab and item icons live instead of baking them, so the palette, the inventory and the inspector all show the real thing.
- circuits, experimental visual scripting. circuits live in
srcas.circuitfiles and open as tabs beside your code. chips for timers, camera, scene, characters, particles, physics, chat and commands. copy and paste chips as text. there's a Circuits page in the docs window with live snippets. - a docs window in the editor, with find in page.
- a files window, with icons, list, columns and tree views.
- the dock is one flat icon rail now, and save options moved to the top bar with unsaved edits tracked.
- build and publish show you each step, with readable bundler errors.
- hold right mouse for a radial menu, clipboard history next to the hotbar, sfx throughout, and a pass over the world UI.