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I'm making a game where obstacles can be placed during run time. Right now I've added a very simple grid generator that saves tile removals and regenerates the NavMesh from a new array, but it definit…
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[_metadata_]:#_metadata_
[_metadata_:Title]:# "Proposal: Support Unified Modeling Langauge"
[_metadata_:author]:# "Ryan King"
[_metadata_:authorGithub]: https://github.com/Techie09
[_metadata_:Cre…
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Any ideas how to approach the roadmap?
Does anyone have experiences on what kind of approach works? I'm thinking that adding too much formal planning takes out the fun of organic development, but tot…
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### Describe the project you are working on
Just reopening, in the GIP tracker, an old proposal that was closed in the main tracker with the migration to the GIP tracker.
I have conducted a sear…
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As a first step, lets make this extremely simple:
- Energy distribution grid is represented as an un-directed graph.
- The graph may consist of multiple connected components.
- Edges in the graph…
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### Godot version
v3.4.2.stable.official.45eaa2daf
### System information
Windows 10, GLES2, NVIDIA GeForce 940M
Testing on recent Android and Iphones
### Issue description
Exporting…
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I've made good progress on the foundation. I'm adding some notes about the design. It's all more more locked down at this point as it definitely takes after **Dig Dug** primarily (not breakout).
Th…
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Test chunks link: https://github.com/WithinAmnesia/ARPG/discussions/15
I'm trying to find a way to seamless load and unload chunks for a 2D multiplayer game project to make an open world with a wor…
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Title : Shortest Path Finder in a Maze using Breadth-First Search (BFS)
This project is a Python-based implementation of the Breadth-First Search (BFS) algorithm to find the shortest path in a maze. …
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The idea is to encapsulate a command like `print(Pos,Iterable)`, with the following considerations:
- The rectangular region to `clip`
- Whether or not to `wrap`
- The vertical and horizontal `al…