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Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Billboard Sprites reduces GPU processing through the use of simple models for distant objects.
I export the rendered terrain 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. However, the situation is now good. Interactive elements will be placed using the in-game editor.
However, it will include one of most requested features that the previous lesson was missing – tiles of different terrain types, and how that can affect move cost. It holds a single sprite that is filled with white pixels. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.
Some users report that they reached GDScript's limits while e.g. procedurally generating terrain. I just created a Node2D as the root node, added a KinematicBody2D and a Sprite using the lovely default icon. GDScript is an excellent language for making games and quick prototyping. binding third party code to Godot. (If
We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. Overriding properties like script variables, or sprite color via modulate property, allows to make asset variations easily. One example is the debris particles interacting with 2D terrain.
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