#o3de — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #o3de, aggregated by home.social.
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(more Linux and FOSS news in previous posts of thread)
MariaDB Community Server 12.3 LTS: Faster Writes and Smarter Vector Search for Real Workloads:
https://www.linuxcompatible.org/story/mariadb-community-server-123-lts-cuts-infrastructure-costs-with-4x-write-speeds-and-builtin-ai-search/Rust 1.96.0: new range types, stabilized macros, and cargo vulnerability fixes:
https://alternativeto.net/news/2026/5/rust-1-96-0-new-range-types-stabilized-macros-and-cargo-vulnerability-fixes/PHP 8.5.7 RC2 available with security fixes, OpenSSL compatibility improvements, etc.:
https://www.linuxcompatible.org/story/php-857-rc2-released/Genode OS 26.05 released with touch-based window management, Sculpt OS reshaped into re-usable building blocks, repos migrated to Codeberg:
https://genode.org/documentation/release-notes/26.05Canonical’s Workshop: sandboxed, reproducible dev environments:
https://www.omgubuntu.co.uk/2026/05/canonical-workshop-dev-environmentsOpen 3D Engine (O3DE) 26.05 released with Open Particle System, option to create C++ component from the editor, etc.:
https://www.docs.o3de.org/docs/release-notes/2605-0-release-notes/Vulkan 1.4.340 Brings Descriptor Heap Extension to Tackle Proton Performance Issues:
https://news.lavx.hu/article/vulkan-1-4-340-brings-descriptor-heap-extension-to-tackle-proton-performance-issuesLinux Foundation Releases OpenMDW-1.1 (a FOSS license for AI models); NVIDIA Adopts OpenMDW for Cosmos, Isaac GR00T, Ising and Nemotron, AI Model Families:
https://www.linuxfoundation.org/press/linux-foundation-releases-openmdw-1.1-nvidia-adopts-openmdw-for-cosmos-isaac-gr00t-ising-and-nemotron-ai-model-familiesQEMU to "relax policy on AI-generated contributions":
https://lists.nongnu.org/archive/html/qemu-devel/2026-05/msg07614.htmlBambu Lab Has Been Violating AGPLv3 for Years, SFC Says:
https://feed.itsfoss.com/link/24361/17347676/bambu-lab-caught-violating-agplv3#WeeklyNews #OpenSource #FOSSNews #OpenSourceNews #FOSS #News #MariaDB #Rust #PHP #GenodeOS #Open3DEngine #O3DE #Vulkan #OpenMDW #AI #QEMU #BambuLab #Dev #Programming #Database #Development #Coding #ProgrammingLanguage #DevelopmentEnvironment #Sandboxing #Licensing #FosseryTech
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#O3DE 26.05 - Another Big Step Forward!
https://odysee.com/@gamefromscratch:1/o3de-26.05-another-big-step-forward!:0
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Cannon looks at cursor position now! :)
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No f way ?!
Starting #O3DE on my linux Ubuntu (intel nuc hades canyon on a 34" monitor 4k)
It starts so fast 😳
On my windows computer it tooked minutes.Note:
the empty project was pre-build
The first time you start a project it takes way longer to build everything. -
Hoy ha sido publicada la versión de 25.10.0 de O3DE.
Este motor es el sucesor del Amazon Lumberyard que a su vez proviene del CryEngine. Si no reconocéis estos nombres tal vez os suenen Far Cry o la popular saga Crysis. Pues bien, estos juegos fueron creados con el CryEngine, lo que demuestra lo que se podría llegar a conseguir con O3DE.
Si te gusta la programación y el desarrollo de videojuegos échale un vistazo en su página oficial:
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#Open3DEngine 25.05.0 (2505.0) has been released (#O3DE / #3DGame / #3DEngine / #3DGameEngine / #GameEngine / #Crytek / #AmazonGames) https://o3de.org/
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Games From Scratch’s Recommended Free Tools
Games From Scratch is a prolific Youtube channel dedicated to helping solo and small team gamedevs with tutorials and tools. They really do post freque
https://setsideb.com/games-from-scratchs-recommended-free-tools/
#development #indies #Audacity #blender #development #DPaintJS #editors #engines #GamesFromScratch #godot #GraphicsGale #indie #Inkscape #Krita #LDtk #MagicaVoxel #MaterialMaker #O3DE #Pixelorama #SculptGL #Tiled #tools #Ucupaint -
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I can't believe I'm finally making an O3DE game! 😮
This is for Global Game Jam, I'm really glad that things are working!
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Okay, it's kinda fixed, but it's kinda bad.
However I don't think I'll be able to touch this project again for #FediJam, however, I do like the gameplay idea I'm planning on this one, so I probably will continue even after the jam.
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Okay, so I think I finally realized how to model a game with composition and UML, in an actual useful way
First, there's two namespaces: Entities and Components
On the Entities the components are defined on the fields (I'm not using the composition relation because that creates spaghetti)
Then on components it's defined their relationships, events and properties
if this gets finished it'll be an open-source game, and the theme will be a surprise (so I get motivated to finish)
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El potente motor de video juegos Open3D Engine "O3DE" acaba de lanzar nueva versión 24.09. Entre las muchas novedades destaca el gran aumento de rendimiento y optimización en muchas de sus áreas de uso.
Este motor #SoftwareLibre está especializado en la simulación de grandes espacio abiertos, ideal para videojuegos tipo "mundo abierto".
Si siempre comparamos Godot con Unity, para O3DE su homologo sería Unreal.https://docs.o3de.org/docs/release-notes/2409-release-notes/
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🚩 FediJam Game Jam Begins Later Today!
Rules: https://itch.io/jam/fedi-jam
Announcements: @fedi_jam
#GameDev #Gaming #GamingPC #PCGaming #VideoGames #MobileGaming #WebDev #WebGaming #Godot #O3DE #3D #Realtime #ComputerGraphics #Rendering #Musician #Artist #Coder #Code #Developer #Engineer #Competition #GameJam #FediJam -
The extremely modular #O3DE Atom rendering engine is quite interesting https://youtu.be/_EDU0TMLMjo?si=__Yt7qlmdn6wUDtN
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Draughts-like game 🧵 part 2:
The conversion of (board) 2D coordinates to world position works 🙂.
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Making a 🧵 for this Draughts-like game progress.
After making the UML, started to implement the piece (and partially the board).
Again, things on UML wasn't actually that right, but updating it it's pretty simple, especially using codeberg's wiki (supports mermaid, so it's basically writing code).
I'm pretty happy on how this is progressing.
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Finally started my implementation of a draughts game (which I hope I'll not abandon) after UML-ing it for days, now I'm basically ping-ponging between these two, which helps me rethinking about with more care.
I almost got trapped on the UML rabbit hole, avoided thanks to the tips you gave me! ✨
UML helps planning, but I feel the true advantage comes later actually: it's being easier to remember how your project works by looking at the UML graphs than digging the actual messy thing.
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Dammit, ok, I'm sold to o3de's event based scripting for gameplay.
The idea of stopping the protagonist when highlighting something on the camera wasn't planned, but it was so easy to implement (literally seconds).
This is probably true to Defold or any engine that works with messages and co-routines to be honest.
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This is the script canvas graph, on the end there's a "Attempt Attack", which is a custom node made with Script Canvas for the game.
So the idea is: I can make these custom nodes with script canvas, if I conclude that this node works and it's important, then I could (in theory) refactor the same algorithm in C++ and exporting it as a node too.
So, for the enemy graph, nothing changes (well, I need to update it to the new node), but there's less visual code (and VM usage) in the project
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Side project progress:
Oh, I'm having progress 😮This cube enemy was quite straightforward to program using script canvas (it's like UE's blueprints)
Something I want to try eventually is to incrementally port the visual code to C++:
I want to test if "prototype with SC, then port the 'spaghetti' to C++ as 'abstracted nodes'" it's a reasonable workflow
This way (in theory!), the high level behavior could be still be done visually, but the stable underlying implementation done in C++
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Turns out the prototype of previous thread was causing o3de to crash easily (probably because I switched the engine version many times before the stable version launch, this probably broke something).
Also, the idea (or maybe my execution of it) wasn't any fun :gamedev: .
So, I'm trying something more cliché, from the stable version which (almost) don't crashes.
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Ok. Once I got the requirements sorted, I was still having problems with missing model etc in the default scene.
So I decided to build from GitHub source repo, and it all worked fine.
Snap install ❌
GitHub source ✔️
deb install ❓ That's what I was going to try next. -