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Tilemaps (godotfest2025)

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Manage episode 519064930 series 1910928
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
This talk explores the powerful capabilities and practical challenges of working with Godot’s tilemap system, drawing from real-world experience building an open world game. From optimization techniques that keep large worlds running smoothly to the underutilized Scene Tiles feature, you’ll learn how to leverage tilemaps beyond basic level design. The session covers procedural generation using noise and resources for testing, serialization strategies that make saving and loading efficient, and the evolution of terrain systems from Godot 3.5 to modern approaches. Whether you’re building an expansive open world or a compact puzzle game, understanding when tilemaps make development easy and when they present obstacles is crucial. This presentation examines the transition from the classic tilemap to the new tilemap layer architecture, explores how different tile types (terrains, scene tiles, and normal tiles) might work with separate tilesets in the future, and demonstrates practical applications in unexpected project types. You’ll leave with a comprehensive understanding of tilemap workflows and the tools to make informed decisions for your own games. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/BTWRCJ/
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1724 에피소드

Artwork
icon공유
 
Manage episode 519064930 series 1910928
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
This talk explores the powerful capabilities and practical challenges of working with Godot’s tilemap system, drawing from real-world experience building an open world game. From optimization techniques that keep large worlds running smoothly to the underutilized Scene Tiles feature, you’ll learn how to leverage tilemaps beyond basic level design. The session covers procedural generation using noise and resources for testing, serialization strategies that make saving and loading efficient, and the evolution of terrain systems from Godot 3.5 to modern approaches. Whether you’re building an expansive open world or a compact puzzle game, understanding when tilemaps make development easy and when they present obstacles is crucial. This presentation examines the transition from the classic tilemap to the new tilemap layer architecture, explores how different tile types (terrains, scene tiles, and normal tiles) might work with separate tilesets in the future, and demonstrates practical applications in unexpected project types. You’ll leave with a comprehensive understanding of tilemap workflows and the tools to make informed decisions for your own games. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/BTWRCJ/
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1724 에피소드

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