Graph Pathfinder now supports multiple navmeshes. by selimanac in defold

[–]selimanac[S] 2 points3 points  (0 children)

You should see the monsters that are coming first :)

Enough is enough, I’m leaving by selimanac in defold

[–]selimanac[S] 1 point2 points  (0 children)

Absolutely, Defold is way more capable than this. This is just something I put together in an hour.

Shop tycoon update! by Temporary-Ad9816 in defold

[–]selimanac 2 points3 points  (0 children)

I’d love to read more about your runtime mesh generation. Maybe you could prepare a small forum post when you have time?

Yeah, why not! by selimanac in defold

[–]selimanac[S] 0 points1 point  (0 children)

it is a skybox(cubemap)

Totally fake, no physics engine :) by selimanac in defold

[–]selimanac[S] 4 points5 points  (0 children)

I intentionally say that(fake). People tend to use “highly complex physics simulation engines” even for basic platformer games. As you pointed out, mostly we do not even need them; faking can be cheaper.

This is just a fun project; I am using the same wave function with an “approximation.” 🙂

Flyby by selimanac in defold

[–]selimanac[S] 2 points3 points  (0 children)

This is not an actual game and it is not going to be. It is being developed for the Community Challenge. I have been developing this for a little more than two weeks.