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On the other hand, parallelizing the traditional data compression algorithms has been challenging, due to fundamental serial assumptions “baked” into their design. First, the original data stream is segmented into 64 KB tiles, which are processed independently. This also enables random access to the compressed data at tile granularity.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 Auto-tiling in tile maps. Just set up the probe bounds and do a fast pre-bake of static objects. Bullet Physics backend. New networked multiplayer API. In Godot 3.0,
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). a lot of work is also being done on the 3.2
As users, please report all bugs that you encounter and provide as much detail as you can (including screenshots, code, and where possible, a minimal reproduction project). While our existing integration testing can highlight critical issues preventing the code from compiling or running, it does little to ensure the stability of the engine.
seen as small bumps between tiles on a GridMap). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. What is it?
So, why should I go back to make a historical, tile-based 4X game? One good reason is to know your inheritance, to reexamine it, to look for ideas which were baked into the very earliest version of the game and see if changing them could transform the experience. New borders would come from tile specialists and urban improvement.
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