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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

Such mechanics would be perfect for testing the collision system, which I have yet to develop. For example, the engine does not have any culling mechanism. I also want the game to be played on the Apple TV. However, for this to happen, I need to make the game educational so that my wife approves of it. So, what issues did find?

Engine 64
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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Allows collisions against the physics world. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle. Less flexible. Particles in Godot 4.0

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ).

Beta 106
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ).

Beta 82
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. Near Phase: Generating collision information of overlapping objects. How is this achieved? Neither need to retrieve data.

Render 52
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).

UX 52
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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

It means you type a string manually every time you need it e.g. when checking collisions, getting a game object in the scene, getting a child object from a parent, etc. Learning how to use occlusion culling will also help you in this case. 4 Do not, and I repeat, DO NOT use hard-coded strings. What does that mean? The solution?

Dev 52