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Dustin Runnells
Dustin Runnells

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Rethinking Rooms

The problem described in my last post with loosing floors and ceilings on the "boxes" that I was using with rooms was due to my misunderstanding of culling. Instead of boxes, I'm going to just create the rooms in blender with 5 faces (left/right/back/floor/ceiling) and then unwrap and make the PNG textures.

Me learning Blender:
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I think this will work better for everything. Since there will be 3 room sizes, I will create 3 models. I'm still planning on making a level/room editor that will generate PNGs for each of the 3 model textures based on uploaded images, but for testing purposes I'm using these letters to help me recognize the areas in the PNG for each face.

I've also started to consider and implement how I'll be loading the room positions and generated textures from the web based level editor. I like the way Godot lets me create an "object" that can be setup from the main script that I'll pass the parameters for each room to via their own functions.

Doing stuff in Godot:
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Running the "game":
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