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Documentation/README_ARCHITECTURE.md

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}
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```
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## Godot GDExtension
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[This repository uses the Godot quickstart template for GDExtension development with Godot 4.0+.](https://github.com/godotengine/godot-cpp-template)
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### Contents
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- godot-cpp as a submodule (`godot-cpp/`)
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- (`demo/`) Godot 4.4 Project that tests the Extension
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- preconfigured source files for C++ development of the GDExtension (`src/`)
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- setup to automatically generate `.xml` files in a `doc_classes/` directory to be parsed by Godot as [GDExtension built-in documentation](https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_docs_system.html)
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## Github
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_Currently Commented Out for Base Development_
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- GitHub Issues template (`.github/ISSUE_TEMPLATE.yml`)
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- GitHub CI/CD workflows to publish your library packages when creating a release (`.github/workflows/builds.yml`)
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This repository comes with a GitHub action that builds the GDExtension for cross-platform use. It triggers automatically for each pushed change. You can find and edit it in [builds.yml](.github/workflows/builds.yml).
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After a workflow run is complete, you can find the file `godot-cpp-template.zip` on the `Actions` tab on GitHub.

README.md

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Godot 4.4 is currently used Version
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# Overview
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1. Pre-Computed Tile Set's
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1. Each tile is an index id
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1. This is because we use a bitset to store the valid neighbors of a tile
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1. 0 is reserved for empty tiles
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1. Give the Terrain Generator a set of tiles by index with pre-computed adjacencies for each of the size sides
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1. Weights can also be supplied to factor in more successful tiles
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1. Pre-Defined Chunk Injection
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1. Give the Terrain Generator a set of pre-defined tile chunks, grid sections, chunks per section
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1. Take in a set of Relative Coordinate Chunks
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1. Take in Grid Sections
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1. Take in Chunks per Grid Section
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1. Randomly place chunks into each section
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1. Height Manipulation
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1. Using [Simplex-Fractal-Noise](https://github.com/SRombauts/SimplexNoise?tab=readme-ov-file#readme)
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1. Height limitations are applied when collapsing the Wave Function
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1. Collapse the Wave
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1. Using Wave Function Collapse determine a final grid with Tiles
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1. Output a final 3 dimensional array with a tile index at each location
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1. Use the generated 3d grid to generate a visual representation by iterating through the 3d array and instantiating the tiles in the game world
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# Setup
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## Windows
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## Overview
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1. Prep FastNoiseLite
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1. Set Noise Function (i.e. SimplexNoise)
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1. Set a Seed for the Noise Function
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1. Generate Elevation Map (Height Map)
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1. Tiles are isometric, need blocky/square patterns
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1. Reduce Resolution of Noise
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1. Posterize Reduced Resolution
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1. Upscale reduction to original size
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1. Tile Placement
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1. Determine tile Types
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1. Use 0 Elevation for Water
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1. On Elevation Change between grid positions, use Cliffs or Ramps
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1. Determine Rotation of Tiles based on surrounding Tiles
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1. Applicator
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1. Change the 3D Grid Map in Godot using 'set_cell_item'
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1. Providing the TileID, Grid Position, & Rotation Orientation
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## Setup
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### Windows
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1. Setup a C++ Environment
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1. Possible Setup for VS Code : https://code.visualstudio.com/docs/cpp/config-mingw
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gdb --version
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```
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# Godot
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## Godot GDExtension
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[This repository uses the Godot quickstart template for GDExtension development with Godot 4.0+.](https://github.com/godotengine/godot-cpp-template)
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### Contents
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- godot-cpp as a submodule (`godot-cpp/`)
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- (`demo/`) Godot 4.4 Project that tests the Extension
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- preconfigured source files for C++ development of the GDExtension (`src/`)
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- setup to automatically generate `.xml` files in a `doc_classes/` directory to be parsed by Godot as [GDExtension built-in documentation](https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_docs_system.html)
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## Github
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_Currently Commented Out for Base Development_
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- GitHub Issues template (`.github/ISSUE_TEMPLATE.yml`)
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- GitHub CI/CD workflows to publish your library packages when creating a release (`.github/workflows/builds.yml`)
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This repository comes with a GitHub action that builds the GDExtension for cross-platform use. It triggers automatically for each pushed change. You can find and edit it in [builds.yml](.github/workflows/builds.yml).
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After a workflow run is complete, you can find the file `godot-cpp-template.zip` on the `Actions` tab on GitHub.
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# Contributing
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## Contributing
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Any and all Contributions are subject to the [CLA.md](https://github.com/kthecoder/GaiaGreen/blob/main/CLA.md)

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