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Explore Procedural world generator in Godot #57
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Our first successful code: |
Some exercises i am thinking on:
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Interesting attempt to generate voxels using ArrayMesh: https://godotengine.org/qa/74644/how-to-generate-a-cube-mesh And the process of modifying vertex in complex meshes: https://godotforums.org/d/22837-how-to-efficiently-change-a-few-vertices-in-a-big-mesh |
Using MultiMesh is pretty simple and you can add collision shapes also to the meshes generated following advices like this one creating a single StaticBody with several collision shapes, one per each mesh generated. |
Wow, the results start to be significant: The base map with 1024 spheres is generated using a MultiMesh. Collision shapes are added to all the spheres using gdscript. The balls are generated also using gdscript. And the evolution of this scene is pretty interesting in possibilities. Few code, few nodes, great results. Godot is so rewarding! |
Some interesting links:
https://docs.godotengine.org/en/stable/tutorials/3d/procedural_geometry/index.html
https://github.com/barrrettt/GeneratedMesh-Godot-Cs
For an initial PoC the SurfaceTool seems the way to go: https://docs.godotengine.org/en/stable/tutorials/3d/procedural_geometry/surfacetool.html#doc-surfacetool
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