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Copied from https://github.com/Zylann/godot_heightmap_module/issues/15
I'm making this thread to reference useful info about other terrain systems. May not always be doable in Godot 3.0 (GLES3) while…
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This is a second proposal similar to #55. I'm not decided yet which way to go, as each approach takes significant work.
This one focuses on a smaller scope. Manual terrain stitching would allow to:
…
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As I commented in #18714 we have some basic concepts of thead safety documented in the docs.
I've been working on a procedural generator and trying to speed-up the generation. I decided to use multit…
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### Bug description
I'm trying to configure prisma to connect to a custom schema. I'm able to specify "?schema=my_custom_schema" in the database url, but any time I try to run migrations, I get an e…
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**Abstract:**
Module idea for dynamic enemy location permutation via stochastic dungeon population.
**Explanation**
Suppose a campaign has a dungeon D, typically in many games the locations of un…
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Time to ask the hard question: Is our puzzle-platformer a puzzle game, or a platform game?
More seriously, this is the problem as I see it: We have puzzle elements, and we have randomised levels. Ran…
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I need to emit an event when the object is malformed.
Now i'm using a specific default value and i test if this value and emit the event.
For the callback, it can be nice if the first the parameter i…
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Is it possible for VoxelInstancer to know when the chunk is removed/despawned?
The problem is the following:
I have a line segment database which I use to build road map on terrain. Some segments …
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I've been using this module for my project recently and have been fascinated with it's featureset.
However, thinking of use cases where networked players make edits to the terrain i wonder if there…
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http://donw.io/post/sphere-indexing-2/