this post was submitted on 14 Jul 2025
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Godot

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[–] insomniac_lemon@lemmy.cafe 1 points 6 days ago (1 children)

What I'm missing here is the ability to restrict rotation. Some cell types you will only want 1 rotation, some not at all (or maybe some other type state flipping/change rather than a different cell type). Especially if this could be done via Blender node name.

Also would be nice if multiple sizes of cells (like 1x2) were detected properly (both 1x2 gridmap or cells that can overlap are not ideal). I was already planning on smaller gridmap(s) for obstacles/room-decoration etc but I assume populated cells from other gridmaps is not something taken into account there either (unless you manually do something with a script).

I have also had issues with grid placement (offset) I assume because of origin. I had it working with a nice placement scene but ran into an issue when I had to remake the gridmap (because data loss, and yes I probably did something different), I ended up fixing it by putting all tiles in the center instead. Really annoying to fix that when I need to import the .glb and then export an unchanged scene to the meshlib.

[–] Suoko@feddit.it 1 points 5 days ago* (last edited 5 days ago) (1 children)

I am not sure I got the first issue, you can rotate each tile individually before placing them.

Re. the second issue, I wanted to try use hexagonal objects, those you can find in the packages at https://kaylousberg.itch.io/ and found some addons but they're too specific and bounded to Godot versions, a dyynamic one based on any provided 2d shape would do that. We can find a way to make them fit in a grid with some roundings

Grid placement: yes, sometimes it's got some issue but that should be discussed in GitHub.

[–] insomniac_lemon@lemmy.cafe 1 points 5 days ago* (last edited 5 days ago) (1 children)

I am not sure I got the first issue, you can rotate each tile individually before placing them.

That's the issue. I don't want a sideways room tile, and for pure cube tiles rotation is only an annoyance.

based on any provided 2d shape would do that. We can find a way to make them fit in a grid with some roundings

Sure. I guess this would work but I dislike how custom of a solution that seems to be for what I'd say is general usage.

I just want bitwise calculation 1x1x1 to 8x8x8, so I can place down a chonky arena wall (8x8x2) in the same grid as a hallway (1x2x1) etc without risk of double-occupying cells. The only time I'd want that is for non-block models that are designed to occupy the same space (different types of wall decorations).

Autotiling would be nice, but that's a step up. Similarly, cell types like on_wall, on_floor, and on_ceiling (and in_air/not_on_floor?) could (if their cell type is empty) allow autorotated placement (similar to the raycast placement added not long ago).

These are the sorts of thing that would go in a proposal, possibly someone has already made these suggestions. If not, I am sure someone else would have better results writing it that myself. EDIT: proposal 1713

[–] Suoko@feddit.it 1 points 5 days ago (1 children)

Did you try to ask an AI? Qwen, deepseek or codestral maybe ?

[–] insomniac_lemon@lemmy.cafe 1 points 5 days ago (1 children)

I don't use online services and gave up on local too. Models are too big (storage and download annoyance), GPU I have is a 1050Ti, also too hot for it right now.

Not too keen on generating code especially if I couldn't recreate a simpler version... unless some general-use 1.5bit model could give advice on Godot and Nim-lang? Not putting too much hope in something like that though, especially due to niche and changing features.

[–] Suoko@feddit.it 1 points 4 days ago

Someone should start creating a model dedicated to godot, it could be a good way to get suggestions and tutorials.