Quantum 2.1 – the Next Leap

The team is working heavily on Quantum v2.1 and we are confident that you won’t have to wait for too long anymore.

Version 2.1 comes with a lot of new features and even more improvements to make working with Quantum a great experience.

You are welcome to ask the Quantum team in Discord in case you like to learn more about specific features.

Overview v2.1 – New Features and Improvements

Physics

  • Shape Casts (addition to the queries API, ability to project any shape over a distance/direction and retrieve contact points + position/normalized-time of the contact)
  • Inertia Tensors (3D) replace the current simple inertia value
  • Improved solver performance
  • (in development) GJK continuous collision detection (not guaranteed to be finished)
  • (in development) extrapolation options for prediction-culledajor

Navmesh and Pathfinding

  • Full 3D navmesh support (returned paths, queries, all return 3D vectors)
  • 3D surface movement for steering agent (either over approximage navmesh surface or using raycast projections over accurate physics mesh)
  • several other small improvements

New State Inspector

  • create/remove/modify entities in runtime from the quantum state inspector (even on online games)
  • view predicted or verified frame
  • color-coding of components initials (facilitates identifying entities composition in a list)
  • multiple clients support (related to the multi-client prototype tooling)
  • several other QoL improvements

In-Frame Asset DB improvements

  • added ReplaceAsset API
  • added AddAssetIwhtValidGUID
  • improved FindAsset (via string path) to also offer the option to search the in-frame asset DB
  • Added API to inject initial instance for in-frame Asset DB during game initialization.

Multi Client in Editor

  • connect and inspect/view multiple clients to quantum servers
  • switch input/view/gizmos on/off for all clients
  • allows easy debugging of visual experience of the online game directly from editor, no builds required

Binary Assets

  • no more .bytes files (rebake all maps, and navmeshes)
  • added compression pipeline
  • serializer compression flags (serialize threshold + decompress on load for server)

FPMath

  • added Log functions (Log2, Log10, Log)

 

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