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I'm quite enjoying Octopath Traveler. I'm not a big fan of other Square games and generally don't enjoy the JRPG format, but for some reason, this game has stuck with me for hours and hours. I've just hit the first boss I can't defeat (to avoid any embarrassment, I'm not saying which one). I've beat my head against this boss for quite a while and I'm about ready to just quit.
For the first time this year, Godot participates in the Google Summer of Code ( GSoC ). We have five students working on some great projects to add new features to the engine, either via C++ modules, GDNative plugins or external plugins. See our previous announcement for a quick presentation of each topic. I've asked all students to write a short progress report about their projects, which are all in the last stages of development for the GSoC internship.
Hello! End of June & start of July we were traveling in Iceland, so here’s some photos and stuff. I’ve heard that some folks somehow don’t know that Iceland is absolutely beautiful. How?! Here’s my attempt at helping the situation by dumping a whole bunch of photos into the series of tubes. Planning We’ve been to Iceland before; what we did differently this time was: Almost 2x longer trip (11 days), Our kids are 5 years older (15 and 9yo), which makes it easier!
I’m quite enjoying Octopath Traveler. I’m not a big fan of other Square games and generally don’t enjoy the JRPG format, but for some reason, this game has stuck with me for hours and hours. I’ve just hit the first boss I can’t defeat (to avoid any embarrassment, I’m not saying which one). I’ve beat my head against this boss for quite a while and I’m about ready to just quit.
As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137. This post is to explain why. Godot has a copy on write or 'CoW' feature for a lot of its data structures. What this means in practice is basically that: Vector vec1; for (int i = 0; i vec2 = vec1; Is basically free, vec1 and vec2 will share memory and this basically takes no time.
While GDScript is made with the ease-of-use in mind, many people wanted to add type information into their scripts. This helps avoiding potential bugs and also allows a better code completion. We're now introducing an additional syntax to add type hints to your GDScript code. It is completely optional and old scripts will work as they always did. Note: This is a new feature in the master branch, and will be available in Godot 3.1.
Introduction. After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details ;). Roadmap. Done June 2018. finish lights. implement shadow atlas. depth rendering for shadow mapping. spot light shadows. omni light shadows. billboard support in shaders and editor fixes. BlendSpace1D.
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