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Tiles editor progress report #3

Mircosoft Game Dev

Most of TileSet's systems (rendering, collisions, physics, navigation, …) are now using a concept of "layers" (this might be renamed). As an example, you could now define several PhysicsBodies per tile with different collision layers/masks. Terrains are the more powerful replacement of autotiles. Navigation.

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it’s a “release” or “debug” build. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it's a "release" or "debug" build. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.

Beta 52
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Near Phase: Generating collision information of overlapping objects. Solver: Iterative or LCP approximation to collision resolution. Physics needs to set back information (bodies that moved and collisions) into the logic layer, but this can be done anytime before the next frame. Broad Phase: Finding pairs of close objects.

Render 52
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GSoC 2020 - Progress report #1

Mircosoft Game Dev

Godot can debug multiple instances of the game concurrently so we need multiple instances of the profiler. One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain. EditorDebuggerNode manages this task for you.

Code 52