![]() I know I would have never fixed navigation in GridMap or added support for the newer navigation features if it would be one of those left-to-die "official addons". I also had the recent pleasure of spending some time with both TileMap and GridMap codebase to fix navigation bugs in both and I can say that GridMap is in a far better manageable and maintainable state than TileMap and we are not discussing removing TileMap, are we? Removing GridMap from core would mean that it would no longer receive the important changes and fixes automatically to have always a stable base to improve on. 2D TileMap also does not merge half its stuff for performance but can get away with more stupid before performance becomes a problem because 2D.Īll the other stuff is asking for new features (that could be done), go against the current design of keeping the SceneTree clean (adding node logic), or barking self-inflicted project problems due to a lack of knowledge how to optimize 3D games at the wrong tree. Node or script logic was never part of that GridMap design consideration and also merging cells that are set to small for good performance is also not part of the GridMap job (for now, I consider this as one of the first improvments that should be made, especially for navigation). It does what it was designed for by updating in bulk and using the server api directly / multimesh to keep the SceneTree clean. The GridMaps main design was to solve the poor update performance of having many individual nodes for MeshInstance visuals or StaticBody collision or Navigation navmeshes cluttering the SceneTree and eating performance and memory just by existing in such large quantity. ![]() If it is marketed as the equivalent to the 2D TileMap or as a "terrain builder" that is a marketing problem, not a GridMap problem. I use GridMap quite extensively for what it is supposed to do. As it could then be used as tool for level creation past basic geometry.Ĭurrently this can not be made with GridMap, even though on the outset it feels like it should be the correct tool for it. If GridMap was simply a means of instancing Scenes in a grid. GridMap in comparison are cumbersome and don't provide any of the features I would be looking for. If I want something editable at runtime, I need to write my own logic anyways. MeshInstances perform better since culling works properly (sure that could be fixed), and the editor already has a grid snapping feature for easy placement.Īs it stands, if I want a way to build levels of plain mesh instances, blender and the base godot 3d editor serve me better. I struggle to find any reasonable application for GridMaps. Honestly, the old gridmap demo / 3d platformer demo kind of shows the extents of what is possible to accomplish here. Nor could you make something like roads in SimCity, another case where from the outset "3d tilemaps" sounds like it should work. Ignoring the fact that they use curves and csg, no you really can't make anything close to that using GridMap.
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