godot

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If I have a thin 3D object (like a wall), what's the best way to ensure collisions will be detected properly?

I have a wall in my 3D game which is relatively thin and it can be hit on both sides with objects that may occasionally be moving somewhat fast. Is there a reliable way to ensure that the colliding objects will be stopped on either side of the wall as opposed to simply passing through?

Blender Brick Texture Node in Godot Shader

I was working recently on making a fairly simple model in Blender that used a shader for a particular. The core magic of the shader was the Brick Texture node. I tried experimenting with different solutions personally in Godot to recreate it since the export to the engine from Blender looked awful. Unfortunately, I’ve hit the...

How would I make a 2d parallax environment that's cyclical and seamless?

I’m trying to make something in 2d where once the player reaches the end of the level, they’re back at the beginning and it just keeps going like that. I could imagine how this could be done in terms of setting the player position, but if I have a scrolling parallax background, how would I make that match up reliably?

Review of modern terrain rendering/LOD methods?

I’m just looking for a good review of modern large-scale terrain rendering techniques. I’ve been reading about a few individually, various quadtree stuff, GPU clipmaps, continuous methods, but I don’t have a good grasp of the state of the art, performance comparisons between methods, what I should invest my time learning...

[SOLVED] Is there a way to export image files as is? Can't load them as textures on an exported project

My game has options for player customization, it’s a number of .png files that are not loaded with the game startup, save for the default ones. Instead, if the player clicks a button, it will load the next file for that part (like, say, hair-2.png)...

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