Tree collisions and highlights

This commit is contained in:
Dan Baker 2025-06-26 18:28:33 +01:00
parent 57602adddb
commit 7255cbdf64
17 changed files with 231 additions and 2251 deletions

View file

@ -463,15 +463,14 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
stretch_shrink = 2
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
transparent_bg = true
handle_input_locally = false
size = Vector2i(576, 324)
size = Vector2i(1152, 648)
render_target_update_mode = 4
[node name="Player" type="CharacterBody3D" parent="SubViewportContainer/SubViewport"]
[node name="Player" type="CharacterBody3D" parent="SubViewportContainer/SubViewport" groups=["player"]]
unique_name_in_owner = true
script = ExtResource("1_d602n")
@ -741,7 +740,7 @@ transform = Transform3D(1, 0, 0, 0, 1, -1.49012e-07, 0, 1.19209e-07, 1, 0.041054
projection = 1
current = true
size = 4.0
near = 0.01
near = 0.005
far = 100.0
[node name="PostProcessing" type="MeshInstance3D" parent="SubViewportContainer/SubViewport/Player/CameraPivot/Camera3D"]
@ -772,7 +771,7 @@ draw_pass_1 = SubResource("QuadMesh_hvb1l")
[node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/VFX/Fire"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992)
light_color = Color(0.89, 0.461613, 0.2136, 1)
light_energy = 0.721247
light_energy = 0.849132
light_indirect_energy = 1.084
light_volumetric_fog_energy = 3.764
light_size = 0.105
@ -801,7 +800,6 @@ ground_tile = ExtResource("25_caaui")
[node name="tent-canvas2" parent="." instance=ExtResource("23_5r2bu")]
transform = Transform3D(0.964438, 0, -0.264311, 0, 1, 0, 0.264311, 0, 0.964438, 1.49756, 1.86265e-09, -3.10828)
visible = false
[node name="UISubViewportContainer" type="SubViewportContainer" parent="."]
anchors_preset = 15

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View file

@ -4,21 +4,18 @@ extends Node3D
@export var map_width: int = Global.map_width
@export var map_height: int = Global.map_height
@export var tile_size: float = 2.0
@export var chunk_size: int = 5
@export var chunk_size: int = 2
@export var view_distance: int = 2
@export var tiles_per_frame: int = 5 # How many tiles to create per frame
@export var tiles_per_frame: int = 3 # How many tiles to create per frame
var loaded_chunks: Dictionary = {}
var player_position: Vector3
var last_chunk_pos: Vector2i = Vector2i(-999, -999)
var loading_chunks: Dictionary = {} # Track chunks currently being loaded
func _ready() -> void:
Log.pr('Testing optimized tile map generation')
create_tiles_chunked()
func create_tiles_chunked() -> void:
Log.pr('Setting up chunked tile system...')
var player = %Player
if player:
player_position = player.global_position
@ -48,10 +45,8 @@ func update_chunks(player_pos: Vector3) -> void:
chunks_to_load.append(current_chunk + Vector2i(x, z))
# LOADING new chunks
Log.pr("Chunks to load: ", chunks_to_load.size())
for chunk_pos in chunks_to_load:
if chunk_pos not in loaded_chunks and chunk_pos not in loading_chunks:
Log.pr("Loading new: ", chunk_pos)
loading_chunks[chunk_pos] = true
load_chunk_async(chunk_pos)
@ -61,9 +56,7 @@ func update_chunks(player_pos: Vector3) -> void:
if chunk_pos not in chunks_to_load:
chunks_to_unload.append(chunk_pos)
Log.pr("Chunks to unload: ", chunks_to_unload.size())
for chunk_pos in chunks_to_unload:
Log.pr("Unloading: ", chunk_pos)
unload_chunk(chunk_pos)
func load_chunk_async(chunk_pos: Vector2i) -> void:
@ -72,8 +65,6 @@ func load_chunk_async(chunk_pos: Vector2i) -> void:
loading_chunks.erase(chunk_pos)
return
var orphans_before = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
var chunk_node = Node3D.new()
chunk_node.name = "Chunk_%d_%d" % [chunk_pos.x, chunk_pos.y]
add_child(chunk_node)
@ -81,7 +72,7 @@ func load_chunk_async(chunk_pos: Vector2i) -> void:
var start_x = chunk_pos.x * chunk_size * tile_size - (chunk_size * tile_size) / 2.0
var start_z = chunk_pos.y * chunk_size * tile_size - (chunk_size * tile_size) / 2.0
var tiles_created = 0
#var tiles_created = 0
var tiles_this_frame = 0
for x in range(chunk_size):
@ -95,42 +86,20 @@ func load_chunk_async(chunk_pos: Vector2i) -> void:
)
chunk_node.add_child(tile_instance)
tiles_created += 1
#tiles_created += 1
tiles_this_frame += 1
# Yield after creating a certain number of tiles
if tiles_this_frame >= tiles_per_frame:
tiles_this_frame = 0
await get_tree().process_frame
Log.pr("Created ", tiles_created, " tiles in chunk ", chunk_pos)
loaded_chunks[chunk_pos] = chunk_node
loading_chunks.erase(chunk_pos)
var orphans_after = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
Log.pr("Orphans during chunk load: ", orphans_after - orphans_before)
# In your TileGround script, add this debugging to unload_chunk():
func unload_chunk(chunk_pos: Vector2i) -> void:
if chunk_pos in loaded_chunks:
Log.pr("Unloading chunk: ", chunk_pos)
var chunk_node = loaded_chunks[chunk_pos]
var orphans_before = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
var nodes_before = Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
# Count children before cleanup
var child_count = chunk_node.get_child_count()
Log.pr("Chunk has ", child_count, " children")
chunk_node.queue_free()
loaded_chunks.erase(chunk_pos)
# Check immediately after
await get_tree().process_frame
var orphans_after = Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT)
var nodes_after = Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
Log.pr("Orphans created: ", orphans_after - orphans_before)
Log.pr("Nodes remaining: ", nodes_after - nodes_before)