SegsEngine
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The engine that will become the basis for client/editor/server components.
Issues with the current scene representation Current scene representation ( original Godot implementation ) will not work for our use case * The city district maps are quite big and...
Right now we bundle only a very minimal subset of the class library, and mono SDK newer than the one we distribute with will cause problems with loading the class...
This is caused by the fact the `.import` files being created have `valid=false` set in them, which causes `_test_for_reimport` to return true. We should have a somewhat saner way of...
This will be a fun one 😨 Loads of functionality is currently based on registering mono's internal functions and c++-side marshaling, .net core wants things the other way ( c#...
Right now the original Godot tests are not used/compiled, some brave soul could port those to QTest and re-enable them. We might want to skip/remove the basic container tests (...
Right now the only global target defined by the cmake is the editor. Adding a new global target will not be problematic, but the number of variables that are set...
Just take a look at the following bit of logic from `HTTPRequest` class: ```cpp bool HTTPRequest::_handle_response(bool *ret_value) { if (!client->has_response()) { call_deferred("_request_done", RESULT_NO_RESPONSE, 0, PoolStringArray(), PoolByteArray()); *ret_value = true; return...
There is quite a large amount of Godot engine extensions/modules/plugins that could be useful in our project. Your quest is to find them, bring them here ( a link posted...
Many classes return Dictionaries instead of more specific structs: ```cpp Dictionary PhysicsDirectSpaceState3D::_intersect_ray ... Dictionary d; d["position"] = inters.position; d["normal"] = inters.normal; d["collider_id"] = Variant::from(inters.collider_id); d["collider"] = Variant(inters.collider); d["shape"] = inters.shape;...
It will be helpful when adding a new surface without looking up surface count before-hand.