bongle.ioplaycreate
The Bongle Times

dispatches from bongle.io

engineeditor

the performance update

new bongle update!

performance

  • meshing, lighting, physics, visibility and the scene graph now run in wasm.
  • meshing is about 2x faster, chunk loading about 3x, full light fills about 3.7x, and voxel raycasts 2 to 3x.
  • light tiles replace the light volume, so lighting is only computed where it's needed.
  • physics is faster too.

blocks

  • candles (up to four per block) and lanterns, both can be lit and put out.
  • torches and candles give off smoke, and flames rise from their tips.
  • leaves fall from the underside of leaf blocks, and lava throws up drops.
  • block emitters: any block can give off particles. cost scales with particles spawned, not with how many blocks have emitters.

editor

  • the world editor works on touch, with per-tool buttons and a compact layout for small screens.
  • an orientation widget with a compass, axes and cube.
  • save, sign in and confirm dialogs match the editor's style.

characters

  • characters lean from the waist, so the head moves with the torso.

touch and audio

  • in games, a finger no longer counts as a mouse button, so games handle taps, holds and swipes themselves.
  • touch controls can be restyled with css variables.
  • one-shot sounds that would be inaudible are skipped, and at most 32 play at once.

for creators

  • a few scripting apis changed, such as world position reads taking an out vector. see the docs if an older script stops building.

fixes

  • character collision fixes against walls and ceilings.
  • translucent blocks sort correctly when the camera is still.
  • lighting: new chunks take in light from their neighbours, and darkening an area updates every affected cell.
  • teleports snap to the new position instead of blending.

Keep reading