© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2023
C. PittProcedural Generation in Godothttps://doi.org/10.1007/978-1-4842-8795-8_12

12. Interaction Systems

Christopher Pitt1  
(1)
Durbanville, South Africa
 

Before we wrap up our journey together, I’d like to spend a bit of time talking about how we enable interactions between players and the world.

In this chapter, we’re going to look at how to handle proximity-based interactions and how to display interactions when they happen.

It’s a little difficult to show these concepts without the context of a game, because they are so dependent on the specifics of the game; but we’ll try anyway.

I’ll talk through different code approaches, but I don’t expect you to create ...

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