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D2 log 057 – Tiles, pt.2

Catnip Games

I made a “master sheet” with all the tiles to keep things organized. I implemented a new material system for tiles. In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. They are now baked into tiles, so map editing is much easier.

Tile 52
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[Event Spotlight] How Mobile Game Developers Can Boost Engagement In The Casual Puzzle Genre With Competitive 1v1 Events

Game Refinery

Puzzle Duel was added to Toy Blast in July 2023 and runs every Monday to Wednesday, expanding the LiveOps framework Matchington Mansion Developer Magic Tavern has taken this idea a step further in Matchington Mansion with its 1v1 competitive event, Bake-Off. They advance through the reward track each time they win a match.

Puzzle 130
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Wishlist STARS REACH and its living world

Raph Koster

Like UO, every “tile” knows what materials it is. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). Unlike UO, they can change. (On Like SWG, we have the notion of these materials actually having varying statistics.

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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). Core: Add feature tags to signify engine float precision ( GH-69538 ). Editor: Fix autocomplete on functions returning variants ( GH-69897 ).

Beta 99
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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). Core: Add feature tags to signify engine float precision ( GH-69538 ). Editor: Fix autocomplete on functions returning variants ( GH-69897 ).

Beta 76
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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

On the other hand, parallelizing the traditional data compression algorithms has been challenging, due to fundamental serial assumptions “baked” into their design. First, the original data stream is segmented into 64 KB tiles, which are processed independently. This also enables random access to the compressed data at tile granularity.

Tile 52
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Little Racer – 3D Art

The Knights of Unity

Every part must be set accordingly to the tiles, that size is 30x30x10. A baking light map wouldn’t help either (trees are moveable objects – can be hit by cars passing by), so the only reasonable option was to decrease the number of polys. Players are able to create their own tracks using road parts, obstacles and props.

Art 52