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Lesson 4: Creating and Using Scripts

Game Designing

Beyond that, scripts can be used to create graphical effects, control the physical behavior of objects, or even implement a custom AI system for characters in the game. So if there was collision to happen in the scene, this would have a method to handle it. So if we hover over local scale, you can see it’s a vector three.

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

To implement these different behaviors we could do some complex operations per pixel and possibly index pixels of the skymap and surrounding objects multiple times , but because graphic programmers are very empathic creatures we don't want the PC to do more work than necessary to achieve a believable effect.

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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

Fixing collision on trees. After playing around with the settings for our local, atmospheric, and lens fog materials, Tiff tried adding a gradient to the entirety of the fog to allow the nighttime sky to remain visible while maintaining an eerie, semi-thick fog at ground level. Fixing interactive water BPs.

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GSoC 2021 - Progress report #1

Mircosoft Game Dev

For projects catering to people from various backgrounds, supporting multiple languages might be important, and with that, comes the need for the project to be robust enough to not break when using different locales. Godot provides a lot of tools for game and graphic designers that can get the job done without worrying about coding!

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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

The new rendering architecture will be completely rewritten to modernize the current 10-year-old design and fit the latest graphics APIs, but will involve a significant compatibility breakage with 3.x Graphics/Rendering improvements. Graphics/Rendering improvements. reports 1 , 2 , 3 , 4 , 5 , and 6 ). x projects. Coding tools.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. WebAssembly and WebGL 2.0

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