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Following the high-level trend of hybridization across mobile , more and more casual games have started introducing competitive elements into their live event strategies. With that in mind, are mobile game studios missing out on an important opportunity here to boost engagement?
Auto-tiling in tile maps. Just set up the probe bounds and do a fast pre-bake of static objects. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Bullet Physics backend. IPv6 support.
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). a lot of work is also being done on the 3.2
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.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. Currently, mobile and web platforms are not available, with support likely coming in Godot 4.1. GDExtension.
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