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Dev snapshot: Godot 4.0 alpha 10

Mircosoft Game Dev

Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 Adds TileMap terrain center bit to support "connect" and "path" draw modes ( GH-61809 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 2

Mircosoft Game Dev

alpha 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. branch, we're going to release new alpha builds every other week, so that testers can always have a recent version to test the latest changes.

Alpha 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). NET 6 build (C#, GDScript, GDExtension). We released Godot 4.0

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). NET 6 build (C#, GDScript, GDExtension). We released Godot 4.0 Known issues.

Beta 40
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. First off: I learned a lot about Unity’s build in batching system. Another critical thought was that I want to batch the vegetation meshes and some other meshes on runtime while playing the game. Draw call batching.

Mesh 52
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Physics progress report #1

Mircosoft Game Dev

First I've been working on building a test suite for physics. In order to solve this problem, we use an algorithm similar to Bresenham's line algorithm, which had been implemented in Bullet by Zylann , a Godot contributor who is also behind the Godot Heightmap Terrain plugin. To get ready for an alpha release of Godot 4.0,

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new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. So I divided the bumpy terrain into quadrants, with big tree roots gating each section. It helps supplement the stealth fantasy in a game with basically no stealth mechanics.