#GameDev #Godot #PGC #ProceduralContentGeneration #ReallyEarlyDays #YesItsACube
Don't laugh, but I have spent about a day just getting a cube displayed in Godot...
...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.
Why? Well the point is:
i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...
ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...
