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engine v5.2LumeJul 10, 2026engine v5.1ConnectionJun 18, 2026engine v5.0For RealJun 4, 2026engine v4.6AtelierJun 1, 2026engine v4.5Surface TensionMay 22, 2026engine v4.4SolidMay 15, 2026engine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApr 29, 2026

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what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

updates

Lumeengine v5.22w agoConnectionengine v5.11mo agoFor Realengine v5.01mo agoAtelierengine v4.62mo agoSurface Tensionengine v4.52mo agoSolidengine v4.42mo agoGroovyengine v4.32mo agoContinuumengine v4.22mo agoFoundationsengine v4.12mo agoGenesisengine v0.13mo ago
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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.