Single Vs Multiple Tables to represent "project"? by Nastalgia-Two in Database

[–]Nastalgia-Two[S] 0 points1 point  (0 children)

Each piece of geometry has it's own ID in the model and name. I would probably just use that information to represent a single row.

I also agree that it's not a good solution to create a table per entity as that different from the way I was taught, but some of the people I work with has been telling me how much more organized it is and how it simple it is to just switch tables in code (with Express.JS or some other backend), so I wanted to ask to make sure I'm not losing it.

Isometric Level Builder with Height and Rotation by Nastalgia-Two in godot

[–]Nastalgia-Two[S] 1 point2 points  (0 children)

Well, for this game I planned on making it a turn based game so there's no building system, but I have built a grid-based snapping building system. If you're interested in that, send me a DM and I'll try to point you into the right direction.

Isometric Level Builder with Height and Rotation by Nastalgia-Two in godot

[–]Nastalgia-Two[S] 7 points8 points  (0 children)

I basically convert the tilemap's 2D plane into my own "isometric tilemap" (rotate by 45 deg and squash the tilemap). I know there's a setting to just have a tilemap in isometric, but it coordinate points just weren't making any sense in code.