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Hi, thanks for sharing the code! Do you have any Unity project to share and test this with? I tried to use the Scene from http://www.jgallant.com/nodal-pathfinding-in-unity-2d-with-a-in-non-grid-based…
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### Tested versions
Godot 4.3 dev6 and Godot 4.2.2
### System information
Godot v4.3.dev6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 560 Series (Advanced Micro Devices, Inc.; 3…
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Not sure if you have the direction for this project already decided.
Seem you're more into using Unity than modding / updating Syndicate Wars?
Anyway, if you're going for SW map editor, you may co…
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# Pathfinding
So, nachdem ich mich jetzt lange und ausführlich damit beschäftigt habe, sind hier meine Erkenntnisse und Vorschläge:
Pathfinding is hoch individuell und projektspezifisch. Daher m…
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### Godot version
6ecdef84cf36ba9268ccc19b78210b039098eb52
### System information
Windows 10, GLES3, NVidia GeForce GTX 760 2GiB
### Issue description
This issue continues the story sta…
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This tools helps a ton. Thank you! It didn't take much rewriting to get it running on Unity 2017.4 LTS (hardest part was figuring out the older way of baking).
Anyhow, first thing I noticed is th…
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[HugsLib] version 10.0.1
[HugsLib] early-initializing AllowTool
[VanillaAchievementsExpanded] version 1.4.8315
Persistent Precepts Mod class loaded
[V1024-EBF] Super-early patching of DamageWork…
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### Godot version
3.5
### System information
Linux, AMD Ryzen 9 5900HX, RTX 3080
### Issue description
In my 3D game, I have fairly large levels and the player is able to construct objects (walls…
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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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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…