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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. Because the computer won’t render the next frame until all the needed calculations are done! Before we start. This struggle is visible for the player as a freezing screen.

Terrain 52
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Tiles editor progress report #3

Mircosoft Game Dev

Most of TileSet's systems (rendering, collisions, physics, navigation, …) are now using a concept of "layers" (this might be renamed). As an example, you could now define several PhysicsBodies per tile with different collision layers/masks. Terrains are the more powerful replacement of autotiles. Navigation.

Tile 52
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10 Worst Video Game Glitches to Test Before Launching Your Next Game

iXie gaming

Character Clipping and Collision Glitches A video game entails characters interacting with each other. However, their interaction may be faulty, leading to objects or characters getting stuck in walls, terrains, or on each other. This ensures that all in-game assets, from textures to 3D models, render correctly.

Texture 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).

Beta 52
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Physics progress report #1

Mircosoft Game Dev

Cylinder collision shape. One of the requirements was adding support for cylinder shapes in Godot's custom collision detection system. Technical details: Godot Physics is almost entirely based on the SAT algorithm for collision detection, but cylinders can't entirely rely on that. Heightmap collision shape.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

This order of events can't be escaped, as logic affects physics and rendering needs both information from logic and physics to display. 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.

Render 52