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[SUGGESTION] Use GridMaps for Arena #11
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Here is an example project: On the scene On scene Unfortunately, I don't have a way to prove that there is a Tile in each block of terrain, let alone access it. When it comes to access the blocks, the best I could do is to call
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An update to the example: grid_maps.zip I have made one surface per item. However, this could be a problem if two items use the same grid. I cannot make a wall of the slope because of it. Maybe instead, I should try to get a specific surface in a item? |
Another update: grid_maps.zip This time, I used blender to customize my tiles. In Godot 4.0, you don't have to export your Blender files, instead you can use it directly in the editor. Make sure Blender is enabled in Project > Project Settings... And Blender 3 Path in Editor > Editor Settings... is set to the folder containing More information on using |
Hi @mechPenSketch, So the main idea in here is allow developers to "draw" an arena inside Godot editor using GridMaps. Something similar of what we can do on RPGMaker? (Please correct me if I'm mistaken). If so, I still have some questions according to your PoC:
[1] https://www.kenney.nl/assets/conveyor-kit Thank you! |
Having to manually position each individual tile in the right positions all over the arena is an uncacceptable workflow for a real project. I would love to see a better approach, since this is an example project. I like the idea of using GridMaps because the tiles can be placed automatically by a script that reads the grid data. That is, assuming the Tile nodes are still needed at all—maybe, by reading the grid data, the Another idea is to write a @mechPenSketch It would be great if you could showcase your suggested changes in a fork to this repo. (github helps us by showing the diffs) |
@leonardoraele It'll be nice if I could access a specific face of a call item so I don't worry about tile nodes. Looks complex, but possible. |
@mechPenSketch IMO i don't think GrindMaps is necessarily a replacement for current I been playing with RayCasting and SurfaceTool for some months now in order to move However my only issue is code base is ugly, and it got worse when moving to Godot 4, so probably I will have to clean and refactor some stuff before adding/accepting new scripts/features to this project. |
^ It sounded good in my head, but yeah, the more I worked on it, the more I realized it's no less complecated. |
More info on GridMaps
Current system
To make the game map, Node3D Area have 2 nodes: MeshInstance3D Terrain which is the game map model and Node3D Tiles, which is a parent containing MeshInstance3Ds, each representing a tile on the game map.
Making a new map is tedious because you have to first mode the base map, then create tiles to cover all possible positions.
Using Gridmaps
While creating a MeshLibrary, another MeshInstance3D can be added (as a child?) for every mesh. This way, when a mesh is added into the GridMaps, this applies to both the mesh model and the tile.
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