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This gives me freedom in level design and saves work making tiles… tileable. I export the renderedterrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. The graphics backend rewrite took a while.
Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Editor: Make keyboard shortcuts in tile data editors consistent with tilemap editor ( GH-71517 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). This release is built from commit caacade56.
In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.
Although I imagine that for the most part the player will only be controlling medium sized units (which occupy a single tile), I also want to make A.I. Even worse is that our current iteration of the pathfinder does not include blocked tiles in its path map, so as it is now, I can’t see a path to an opponent.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Auto-tiling in tile maps.
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