3 votes
Accepted

Ensure that random enemies don't spawn just near the player

The simplest system I can think of consists in testing the position of the new enemy before your screen.blit(), like so: ...
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  • 66
3 votes
Accepted

How to raycast down to the floor plane to determine world space coordinates in Godot

I'm not sure I understand your limitations, so I will give you a few approaches, and hopefully this gets you to the solution along the way. This is not an exhaustive list. Pickable Object If you have ...
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  • 18.3k
3 votes
Accepted

LookRotation function for Z-up, right handed system

First, we can transform your coordinates into Unity's coordinates: ...
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  • 113k
2 votes
Accepted

Bottom-left cell position is incorrect?

The root cause is that removing the tiles doesn't actually make the cellBounds shrink. For the reason of saving memory resources, the memory allocation of tilemap ...
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  • 1,091
1 vote

How to define custom coordinate space?

public Canvas myCanvas; transform.position = mousePos * myCanvas.scaleFactor; This is how I designed some UI elements. Basically this grabs my mousePos in screen ...
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  • 19
1 vote

Converting mesh vertices to world coordinates for raycasting

You need to choose a different step for your for loops - currently your for loops are checking the co-ordinates at integer increments: (0, 0, 0), (0, 0, 1), ..., (4, 4, 4) See https://docs.python.org/...
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  • 11
1 vote
Accepted

OpenGL gl_Position z-range and depth buffer range

Yes, gl_Position.z should be between [-1, 1] after dividing gl_Position.w, otherwise will be clipped. OpenGL will map [-1, 1] to ...
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  • 26

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