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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
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.
This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. Help make Godot better!
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