Spawn
spawn / swhat we're building

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engine v5.0For Real1 weekengine v4.6Atelier1 weekengine v4.5Surface Tension3 weeksengine v4.4Solid4 weeksengine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApril 29, 2026

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what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

updates

For Realengine v5.01 weekAtelierengine v4.61 weekSurface Tensionengine v4.53 weeksSolidengine v4.44 weeksGroovyengine v4.3May 13, 2026Continuumengine v4.2May 9, 2026Foundationsengine v4.1May 4, 2026Genesisengine v0.1April 29, 2026
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engine v4.3.1

Engine v4.3.1

May 13, 2026

A patch in the Groovy line.

what's new

  • Walls and floors are back in 3D Rooms games. Players land cleanly, walls stop the player, and skeletons stand on the floor instead of falling into it.
›technical notes
  • Fixed 3d-rooms terrain colliders silently dropping out of Rapier (#6483). resolveColliderMesh + isMeshColliderReady in apps/cf-kernel/src/engine/physics/rapier/bodies.ts gated bespokeMesh readiness on top-level mesh.indices.length > 0, but buildRoomsBodyConfig packs each rooms floor/wall/ceiling box into hulls[] as a convexHull point cloud with empty top-level indices. Readiness check now accepts hulls-only meshes; per-hull threshold matches the convexHull creation path at bodies.ts:1057. Introduced in #6417, surfaced 7 days later from a 3d-rooms game report.