Game engine
Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.
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See KhronosGroup/glTF#1691 for implementation spec.
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Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
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It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...
B: {
move: (G, ctx, ...args) => {},
redact: true/false or (G, ctx) => {},
},For my particular use case, I have moves in my game that should normally show
MonoGame has a very long history of tutorials, some are as old as a decade and some even are still based on XNA (which is compatible with MonoGame for the most part, but different in regard to how to start a project).
Also, MonoGame is a stable API with a policy of "no breaking changes" when possible, which means that even very old tutorials
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What could be improved
Based on this issue: flame-engine/flame#954, I noticed that we could also go for the same approach for the packages' unit/widget tests execution,
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- Starting with the Stride "Terrain" sample.
- Added a vehicle model fbx file.
- Used Add Physics asset / convex hull to create collider
- Used this collider with a rigid body, works fine.
- Tried to use this collider with a character component, and it crashes the program.
- Made a much simpler multi box collider for the vehicle (one rectangle and four cylinders).
- This simpler colli
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- Wikipedia
- Wikipedia
Godot version
3.4.4.stable
System information
Windows 10, GLES3, NVIDIA RTX 2060, driver 512.95
Issue description
I have a MeshInstance
bodythat I'd like to retrieve its ShaderMaterial from. Callingbody.get_surface_material(1)produces a null instance while callingbody.mesh.surface_get_material(1)produces the ShaderMaterial as expected.In this case, the MeshInstance