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D2 log 057 – Tiles, pt.2

Catnip Games

I made a “master sheet” with all the tiles to keep things organized. I implemented a new material system for tiles. In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. I got rid of that and switched to a polygon based approach which plugs into Box2D.

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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). Core: Add feature tags to signify engine float precision ( GH-69538 ). Editor: Fix autocomplete on functions returning variants ( GH-69897 ).

Beta 99
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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). Core: Add feature tags to signify engine float precision ( GH-69538 ). Editor: Fix autocomplete on functions returning variants ( GH-69897 ).

Beta 75
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Release candidate: Godot 3.5 RC 2

Mircosoft Game Dev

seen as small bumps between tiles on a GridMap). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Render 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Auto-tiling in tile maps. Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Auto-tiling in tile maps. IPv6 support.

Render 52