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The Spine Animation Story at Logic Simplified

Logic Simplified

Through animation tools and code, each of the parts can be moved independently and the character animated. Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. In each mesh vertices are placed to define how we want to move the character.

Animation 116
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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Note: This breaks compatibility intentionally, but we missed merging relevant transition code in this beta ( GH-70244 ). This release is built from commit e780dc332.

Beta 97
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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

Mesh 52
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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Note: This breaks compatibility intentionally, but we missed merging relevant transition code in this beta ( GH-70244 ). This release is built from commit e780dc332.

Beta 72
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Release candidate: Godot 3.2.3 RC 1

Mircosoft Game Dev

Please help us test it to ensure that no new regressions have slipped through code review and testing. GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).

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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

add polygon and GUI primitive rendering. load meshes. render meshes. This functionality was replicated in the C++ bindings, but the translation from Godot-intern code into the external bindings had some unexpected problems - causing memory leaks. The whole demo pretty much boils down to the following code.

Shaders 52
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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. Anything behind the polygon will be culled from view. Label3D and TextMesh.

Shaders 52