Defold wurde in der Version 1.14.1 veröffentlicht.
Defold ist eine kostenlose, quelloffene 2D/3D-Game-Engine mit eigenem Editor, mit der sich Spiele für Desktop, Mobile, Web und Konsolen entwickeln lassen.
Es gibt mehrere Breaking Changes: OpenGL-ES-2.0- und WebGL-1-Shader sind jetzt Opt-in, die Option “Exclude GLES 2.0” in der game.project ist standardmäßig aktiv. Eigene iOS-Info.plist-Dateien müssen angepasst werden, und Render-Targets ohne Attachments werden abgelehnt. Neu sind unter anderem ein nativer Lua-Debugger (DAP) im Editor, Draco/Meshopt- und KTX2-Unterstützung für glTF, ein integrierter MP4-Videorecorder und Vektorschriften zur Laufzeit mit Emoji-Unterstützung. Außerdem laufen Partikel, Sprites, Transformationen und Modelle schneller.
Breaking Changes
- OpenGL ES 2.0 and WebGL 1 shaders are now opt-in. The “Exclude GLES 2.0” setting in
game.projectis enabled by default, so projects targeting those platforms must uncheck it.- Custom iOS
Info.plistfiles need updates: add the indirect input events key foraction.sourceand update the orientation entries to the new template. The built-in plist is updated automatically.- Legacy Spine GUIs need an updated Spine extension, because migration logic moved into the extension.
- Render targets without attachments are rejected. Dummy render targets need at least one 1x1 attachment.
- Mixing skinned models with non-skinned materials is now a build error instead of a runtime crash risk.
- The legacy render-list API (
RenderListAlloc(),RenderListSubmit(),RenderListMakeDispatch()) is deprecated and works until the next major release.dmWebServer::AddHandlertakes an OpenAPI paths argument for native extensions.Engine
- Draco/Meshopt compressed glTF reading and
.ktx2texture support for glTF- GLFW2 removed from mobile and web backends, desktop still uses GLFW3
action.sourceon input callbacks to tell mouse, touch, and other sources apart- OpenAPI discovery at
/openapi.jsonfor runtime debug services- Windows graphics backend selectable via the app manifest (OpenGL default, Vulkan, DirectX12)
- Per-voice gain and pan via
sound.set_gainandsound.set_panwithplay_id- Native Lua DAP debugger for engines (Lua 5.1 and LuaJIT)
- Runtime vector fonts (Slug) with colored emoji support in Labels and GUI text
- Native MP4 recording (H.264) via a new
recorderLua module- Profiler shows per-resource load timings
- Persistent render item API in dmSDK
- Metal GPU trace capture on macOS via the engine service
- Sprite
set_hflip/set_vflipnow flip around the atlas pivot- iOS: resize events after orientation changes, landscape-only fix on iPhone Duo, configurable Home Indicator modes, and
window.get_reserved_areas()- Android: gamepad mapping and duplicate-press fixes
- HTML5: pixel ratio limits, startup stall fix, touch delta fixes, sound exhaustion fix, and heap overflow fix
Editor
- glTF/GLB files expandable in Assets to browse meshes, materials, and images; new
editor.resource_children()- Native Lua debugging via DAP replaces MobDebug, with breakpoints before startup scripts
- Tile source animations accept arbitrary frame lists (for example
1, 3-5, 8, 3)- Scene View axis gizmo
- VRAM reductions when switching between Scene View and code tabs
- Desktop player windows remember position and size
- Vector font mode is the default for new
.fontfiles, SDF remains available for existing projects- Faster texture builds through SIMD backends in Bob
- Fixes for an editor memory leak, outline expansion state, macOS Dock icons, and missing-DLL launch reporting
Performance
Faster particle vertex generation, game object transforms, models, sprites, GUI buffers, texture processing, and resource loading.
