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I got some questions about what the best way to maintain scaleable Gridmaps is.
I’m really new to game development and 3D modeling so I dont have much expericence.
I’m mostly grugging at time consuming tasks like getting new blocks into the game.
At the moment, I have a Blender project for every block containing its shape, hitbox and color which I then export to Godot via the dae-file format.
The issue I have with this that when impoting it to Godot, I have to open the dae, export the mesh as a .mesh file and the same with the collision box as a .shape.
I have a scene where I then import these .mesh and .shape files and export it as a meshlib.
Doing these steps for each block is really annoying and time consuming.
So my question is, is there a better way to create Gridmaps and what is the best way when you add more and more blocks.
Here are some options I could think of:
- having all Blocks in a single Blender Project → export as dae → convert dae to meshlib directly. (How does this scale when you have 100+ blocks and more)
- having a Blender Project for each group of blocks like grass blocks → export as dae → convert each dae to a seperate meshlib and having many gridmaps in the game:
- 1 gridmap for all Grass Blocks
- 1 gridmap for all Stone Blocks
- have it in the current way how I described it at the top
My biggest fear is that I end up with a messy and unmanageable collection of Blocks which are hard to maintain or confusing and overwhelming to look at.
I hope some can share their experience and come up with a best practice.
Thank you all for taking your time reading this and have a nice day.
I’m not sure this is what you’re looking for, but what I do is have one gridmap. I have the .dae files with the collision just using the _col ending to make them support collisions, then add each object type as a block and add those nodes into the GridMap instead.
andersmmg | 2019-06-18 17:51