dreadpon / godot_spatial_gardener

A Godot plugin for painting plants and props on arbitrary 3D surfaces implemented in GDScript
MIT License
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[FEATURE REQUEST] A way to paint at runtime using code #27

Open mchauta opened 2 years ago

mchauta commented 2 years ago

I have a game that procedural generates maps. I'd like to be able to add in plantlife after the map is generated. Maybe there's a way to do this I haven't thought of. BTW thanks so much for the plugin it is great!

dreadpon commented 2 years ago

This is somewhat of a big feature since it kind of pushes me to make a full-fledged public API.

This is on my radar for 2.0.0, but I'm unsure when I'll be able to tackle that.

Do you have the specifics for what kind of functionality you might need for that? From the top of my head you'll need: an interface to spawn a brush, align it to camera; then create and edit plants; then save it in a way that you need.

If you could formalize the specifics of runtime painting requirements, this would definitely help.

Or you can propose an edit yourself: it's open source, so why not

mchauta commented 2 years ago

I ended up deciding to go a different route with my project and was able to accomplish what I needed with a hybrid approach of using just meshinstances in certain spots I need flexibility and the multimeshes created by this plugin for other static areas that needed more foliage. It seems sustainable for now. Thanks again for the plugin and for looking into this.