Using a Gridmap as a 3D Tilemap (Godot Tutorial)

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Ever wanted to use the tilemap functionality of Godot in 3D? In this video you'll learn how to do that.

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In Blender you can just select the object and hit ctrl-A to apply whatever transforms you used once you're done modeling the object, no need to manually normalize things :)

treelineresearch
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Great video. Im looking for a way to make 3D gridmap where you move tile by tile as well as enemies. Hopefully I can find a way to acomplish it

creationsmarko
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Is it possible to use a high-poly model with a low-poly collision shape?
And how do I set this up? I also would like to model the collision shape myself in blender.

jovlem
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Kind-of old video, but i was Curiose to see if its possible to have a Floor Tile a Wall Tile and a Fence Tile Living on the Same Grid... But o well...
all Grids are 1 x 1 x 1 (Default Settings... Meaning that if they Enter that Size they will get instantly Yeeted off the game (Gets Replace by the Newly Place Tile).
Reasons? Wanted something similar to the Rollercoaster Tycoon 1 or 2 Placing System... since that Tiling system seems Fun to use...

pikachufan
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Does this work if you export the model as .gltf or .glb?

wturri
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Hey there is a bunch of new nodes for 3D "Room, Room manager, Room Group and portal" They are used to hide 3D objects when camer is not looking at them or is behind the wall.
I tried to figure them out but I might be just too dumb for that soo maybe you will make a tutorial about them.
Also want to know if it will be possible to use Gridmap with them🤔

Millu
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Hey mate, great video!
I tried using a Area3D node in one of my tiles in the meshlib for collision detection but I didn't get it working. The documentation states one can use StaticBodys for collision wich works well but nothing about Area3D for the body_entered signal.
Do you have any experience or knowledge about this?

RitzRitzEmoHunter
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Does it work with meshes that have collisions and scripts for destructible terrain?

Dianruakrhakakks
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Hey there! I've got a question if your able to answer it.

How complex can you get with this method before you're hit with a performance decrees?

I intend to keep a relatively low poly count and optimize my meshes where I can, but I just wanna know how far I can push it with Godot's built in optimization features. Dynamically loading & de-loading all those collision meshes must impact performance a fair bit.

curious-pixelz
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Can u do autotiling in gridmap is is possible

dijik
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Very good tutorial! I learned a lot from this video, best part is the sharing knowledge Blender side in a way that works well with the gripmap. Just one question, is there any approach to create a terrain using a gridmap at the same time?

viniguerrero
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Как настроить меш библиотеку я угадать должен?

unitypie
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Very strange pronunciation of “meshlib”. I couldn’t understand it at first.

gd
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