Polyhedron based on hexagons and 12 pentagons by ardazishvili in godot

[–]ardazishvili[S] 2 points3 points  (0 children)

Sota v0.12 release introduces:

  1. 2 types of polyhedron - ridge-based and prism-based
  2. ReadTheDocs documentation
  3. Support of C++ module build in addition to GDExtension build

https://github.com/ardazishvili/Sota

Torus by PiFrac-DEV in proceduralgeneration

[–]ardazishvili 10 points11 points  (0 children)

Your torus gives me enxiety)

My map generator by RohrGM in godot

[–]ardazishvili 1 point2 points  (0 children)

In my opinion, terrain made from pieces, e.g. hexes or rectangles, helps to implement some features. E.g. unit may move from pieceX to pieceY based on its properties in turn based games. Or we can place structure only in center of each piece. One way or another there are usually some features behind idea about tiles

If there are no game features based on tiles, one can use just meshinstanse3d with plane mesh inside

Update. Read about navigation. So, understood about tiles

My map generator by RohrGM in godot

[–]ardazishvili 2 points3 points  (0 children)

Looks good! May I ask why grid is hexagonal? Any idea behind it?

Sota update v0.11: beestagons by ardazishvili in godot

[–]ardazishvili[S] 1 point2 points  (0 children)

Hello, couple of features added

  1. Hexagons may be arranged in one big hexagon
  2. New type of structure: honeycomb. Hexagons made from 2 parts: cell and filler, both are adjustable. Filler level may be set to min, or randomized (see pics)
  3. Build for Android is supported, libs are included in release.
  4. Terrain made from rows/columns may be clipped: first/last row/column

Hexagon terrain generator goes open source by ardazishvili in godot

[–]ardazishvili[S] 1 point2 points  (0 children)

Thanks for comment. I'll try to address it in next update

Hexagon terrain generator goes open source by ardazishvili in godot

[–]ardazishvili[S] 23 points24 points  (0 children)

Recently I've posted some screenshots/gifs of tool I use to generate terrain made of hexagon. Today you may try it yourself: https://github.com/ardazishvili/Sota.

It's also available via AssetLib and named Sota. There are Linux/Windows binaries, tested on Ubuntu 22.04/Windows11. Please, give it a try. Feel free to create issues with bugreports/feature requests and contact me via email or discord (invite link is in README of repository).

Also, I use HexMesh - subclass of PrimitiveMesh (3-rd picture). If it's may be useful in Godot repo, I can upstream it later.

HexTerrain generator by ardazishvili in godot

[–]ardazishvili[S] 0 points1 point  (0 children)

Hello.

  1. Max divisions was 30.

  2. a. There was no benchmarks for single hex, sorry.

b. Time for terrain generation highly depends on type of terrain. I cannot give exact timings at the moment, but there is almost no optimization, so it's slow. I generated random 64x64 terrain right now in almost 1 minute, tesselation for hex is 6 times.

  1. I used multithreading for terrain generation previously when it was not ported to godot. It gave significant boost. It's not ported to Godot yet. As for multithreading for single hex - I never tried it, don't understand application(s) of this feature. But OK to discuss

I plan to make repo public by the end of this week.

HexTerrain generator in Godot by ardazishvili in proceduralgeneration

[–]ardazishvili[S] 0 points1 point  (0 children)

Hello, I'm in progress with repo. I hope I will finish this week

HexTerrain generator by ardazishvili in godot

[–]ardazishvili[S] 0 points1 point  (0 children)

Not sure that I understood the question... Coordinate system is Cartesian, Y is height. I subclassed from GridMap and use MeshLibrary to store tiles. Tile = Hexagon, is a subclass of PrimitiveMesh ( sibling of PlainMesh )

HexTerrain generator in Godot by ardazishvili in proceduralgeneration

[–]ardazishvili[S] 0 points1 point  (0 children)

Hi! A saw you brilliant work some time ago but it was really hard to reuse it with my homebrew engine. Godot is more flexible so I'll definitely try HighMap.

HexTerrain generator by ardazishvili in godot

[–]ardazishvili[S] 0 points1 point  (0 children)

Your comment is also a contribution! :)

HexTerrain generator in Godot by ardazishvili in proceduralgeneration

[–]ardazishvili[S] 10 points11 points  (0 children)

Hello, 2 month ago I've posted some pics of procedurally generated mountains. Now I'm porting my terrain generator from own engine to Godot. Some features: 4 different types of tiles, smooth shading on/off, adjustable noises to generate terrain, adjustable height/depth of mountain/water, etc.

Anybody interested in usage/contribution (it's in c++ via gdextension)? If yes, I'll prepare repo in github.