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For all my tutorials I tend to lean towards the same cross-platform dungeon crawler that I have been mainly so-far writing for Commodore machines using BASIC or CC65, and have also developed playable demos using using TRSE. tile = c; enemies[enemy_count].room tile = 158; enemies[enemy_count].room speed) { // Damage!
Auto-tiling in tile maps. In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general. writing shaders is very easy! Auto-tiling in tile maps. Bullet Physics backend. New networked multiplayer API.
XML is not easy to write manually, and it's easy to make mistakes. Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just add enemies, move them around, change their properties, add colliders, platforms, tiles, etc.
You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. Of course, the 4.0
Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ).
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