Crown 0.63 – Our Biggest Feature Release Yet

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Crown 0.63<br>June 03, 2026Crown 0.63

What's New

After almost two months of development, The Crown Foundation is proud to present Crown 0.63 to<br>the gamedev community!

This release adds a new LOD Group component that lets you optimize performance by dynamically<br>choosing which mesh a Unit should render based on its distance from the camera. The LOD Group<br>component can be fine-tuned in the Unit Editor and is automatically imported from scene files.

Speaking of scene files, Crown 0.63 introduces support for the OBJ mesh format , improves the<br>existing FBX importer with MikkTSpace tangent-space calculation , and also brings many<br>corrections to texture and material extraction (special thanks to Gallonigher, one of our community<br>members, for his valuable testing efforts!).

A test unit with dummy LODs in the Unit Editor.<br>This new version also introduces several new physics joint components . These include the Fixed<br>Joint for simple physics-based unit parenting, the Spring Joint to simulate bouncy behavior, a<br>Limb Joint dedicated to ragdoll simulation, the highly configurable general-purpose D6<br>Joint , and more!

As part of the new joints work, Crown 0.63 also brings the ability to customize more physics<br>simulation<br>parameters<br>as well as a new physics command to access useful physics debugging visualizations.

Debug visualization for a chain of units connected via the new Limb Joint.<br>Overall, the level-editing experience has been greatly improved with the introduction of numerous<br>enhancements throughout the toolset: the flythrough camera speed can now be easily adjusted via<br>dedicated keybinds, objects and resources have gained drag & drop support , and hide and lock<br>controls in the Level Tree are now smoother and more fun to use thanks to the ability to<br>toggle them in bulk with a simple click-and-drag gesture.

You can now just click and drag over hide/lock controls to toggle them in bulk.<br>Roadmap Updates

An important item has been checked off the roadmap with the<br>introduction of the new SaveGame system that provides a simple asynchronous<br>API for persisting the game state<br>on all supported platforms. Another significant step forward is the relaxation of cross-resource<br>reference checks , which now trigger a warning without hard-stopping the Data Compiler<br>unnecessarily.

Some time has also been spent on cementing the hot-reloading support , which has been expanded<br>to almost all resource types with the addition of meshes, sounds, fonts, sprites and sprite<br>animations.

Legacy Hardware Support

This release brings back the good old OpenGL renderer on Linux, in addition to the recently<br>introduced one based on Vulkan. A new boot config<br>option<br>has been added to choose between the two. The Vulkan renderer remains the default on Linux, with<br>automatic fallback to GL.

This release also includes 30 corrections for issues present in the previous version. Check out<br>the latest changelog for the<br>complete list of improvements and fixes.

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