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I finished integrating Embree into the engine's build system and also added a simple ray tracing API that allows for defining a set of meshes and perform ray intersection tests among them. Initially I intended to have transitions and clips tied together, however after discussions with my mentor I decided it would be best if they are separate.
In today’s tutorial, we take things a step further by teaching you how to use triggers and switches in order to help you create more interesting game mechanics. We could jump into our flow graph again and to make this really easy just search for “audio source” and “Play clip at point. Step 1: Begin By Setting Up Your Object.
load meshes. render meshes. This is Godot's main mechanism for memory management. With that done, the editor almost rendered correctly, except for some incorrect clipping. Done January 2018. bring GDNative API into stable state. improve C++ bindings. add simple C++ GDNative demo. add line rendering. add circle rendering.
After creating a low-poly mesh for the tree, however, Joe started to worry about how high the polycount for this piece would ultimately end up being. Because of his expertise, we now have the proper dodge mechanics in place that will make bashin' on baddies suuuper fun. Let us know which clip made you laugh the most.
About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. When the axe animation reaches 100%, I set a clipping plane (by Ronja) on the target object, then duplicate it with a reversed clipping plane. These non-wood objects makes crucial double use of the aiming mechanic.
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