Welcome back to the fourth part; Water layer, Git page, bug fixes and more!
-First of all, I finally created a git page for our little PokemonGo clone! You can find the latest fixes and updates, file bug reports, post feature requests there. I’ll be using it extensively so have no worries or hesitations about post there as well.
-Then we have some bug fixes. Previous versions didn’t really work properly in different detail levels for example. New tiles positions were messed up as well. They should be all fixed up now but yea, didn’t had time to test it extensively so please do let me know if you stumble upon anything weird. You can also read commit logs for more, I’m trying to write everything down properly there.
-There is also a parameter for tile sizes now. As you may remember, tile sizes wasn’t controlled in previous versions which caused countless problems. i.e. Lvl16 tiles were 611 unit wide while Lvl14 tiles were 2446 unit wide. Now we have a “TileSize” property under the world script, scaling down/up everything to fit tiles into that width&height.
-Last but not least, we now have a working water layer! It was a little tricky as there are lots of “MultiPolygons” in the water layer but turns out it isn’t that hard after all. I just did some silly mistakes which confused for a while. It happens. Occasionally. Sometimes frequently. But yea, with that fixed, we have a quite smooth water layer now. I just put a simple blue polygon for water but you can put Unity3D water over that easily.
Hmmm am I missing something? Well it’s all on Git now, you can check all commits and commit messages for more. You can also check GitHub Issues page for known issues as well. I’m actively adding stuff there as well.
And that’s it. I guess. Please do let me know what you think about it or have any questions. Your feedback is what keeps me going. And page hits, share it will you? Thanks!