This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Using the Profiler allows developers to detect memory-intensive code sections which they should optimize.
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). Vitika Soni ( Vitika9 ) reworked the features and user experience of Godot’s ColorPicker during Google Summer of Code 2022. The second part of her work has just been merged, and should significantly improve the ColorPicker’s UX.
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). Vitika Soni ( Vitika9 ) reworked the features and user experience of Godot's ColorPicker during Google Summer of Code 2022. The second part of her work has just been merged, and should significantly improve the ColorPicker's UX.
Gameplay: A satisfactory and standard production As a title made within the classical Korean MMORPG framework, the core UX is similar to that of other Korean MMORPG, including character design, storyline, career system, raids, etc. However, there are not many innovative areas in the core gameplay and UX. The grand scene).
But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs. Lots of height variation and clutter = broken pathfinding.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content