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>
15 lines
760 B
Text
15 lines
760 B
Text
[gd_resource type="Resource" script_class="FuncGodotFGDPointClass" load_steps=3 format=3]
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[ext_resource type="Script" uid="uid://cxsqwtsqd8w33" path="res://addons/func_godot/src/fgd/func_godot_fgd_point_class.gd" id="1_script"]
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[ext_resource type="PackedScene" path="res://data/entities/point_player_start/point_player_start.tscn" id="2_scene"]
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[resource]
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script = ExtResource("1_script")
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scene_file = ExtResource("2_scene")
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apply_scale_on_map_build = false
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classname = "point_player_start"
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description = "Dungeon party spawn at game start. Emitted once per exported .map at level 0's first stair-up (or first walkable cell if none)."
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meta_properties = Dictionary[String, Variant]({
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"color": Color(0.2, 0.6, 1, 1),
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"size": AABB(-16, -16, -16, 32, 32, 32)
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})
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