Been trying to make more organic tile-based environments, without needing hundreds of unique tiles for shapes and boundaries.
Finished prototyping a procedural mesh system, inspired by Oskar Stålberg's Dual-Grid tiling technique, adapted for 3D in Godot.
It starts with a map of 3D tiles that can be painted in editor, that needs only 5 base tile shapes per terrain type.
Each chunk of the base map is then parsed into a single combined mesh, using a new set of terrain tiles at a half-tile offset. Instead of representing each tile, they represent the *intersection* of 4 tiles, which hugely reduces number of unique tiles (went from about 1,000, to 70).
Since it's a 3D mesh, I can also change the textures of each corner of the dual tiles, to draw borders between different terrain types, without needing a ton of textures either.
The prototype looks a bit Dreamcast-ish in a way I like, but I'm really looking forward to trying it with proper textures!
#GodotEngine #GameDev #ProcGen #PixelArt #GameDesign #Godot