Replaces the 2D-only demo pipeline with a 3D cell-based blobber generator. Per-cell face walls, per-material mesh emission, and a GDExtension binding that returns a Dictionary with ArrayMesh surfaces the demo consumes directly. - src/blobber/: cell3d_t data model, dungeon container, pipeline that wraps the 2D generator per level and materializes into cell3d - src/mesh/: face-quad emitter with per-material groups + .obj dump - src/genesis3d_main.c: new CLI driving the blobber + mesh - godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding with dungeon_to_dict packing cells + mesh surfaces - demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for the .map export path, point/entity templates, TrenchBroom docs - Retired: old arcade/FPS demo scenes and their scripts, unused meshlib Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
19 lines
636 B
Text
19 lines
636 B
Text
[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://nayxb8n7see2"]
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[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_04y3n"]
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[resource]
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script = ExtResource("1_04y3n")
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classname = "Phong"
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description = "Phong shading options for SolidClass geometry."
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class_properties = Dictionary[String, Variant]({
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"_phong": {
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"Disabled": 0,
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"Smooth shading": 1
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},
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"_phong_angle": 89.0
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})
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class_property_descriptions = Dictionary[String, Variant]({
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"_phong": ["Phong shading", 0],
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"_phong_angle": "Phong smoothing angle"
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})
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