After I wrote yesterday, I worked a little bit more and tried out the new pulse width code. It ended up being what I was going for, so I think that’s good for now.
The next step is back to being able to set the size of each level. However, that raises the issue of the grid points. Right now, each possible grid point has a separately instanced prototype scene. The single screen so far has over 100 points. A level with 6 x 6 screens (as an example) would have 3600 individual nodes, each with its own mesh. I think that would be a potential problem, performance wise. Also, I’d like to be able to support even larger levels, if desired.
I began looking into a Godot’s MultiMesh(Instance). So far, it sounds like what I want. It has to support:
- Different sizes of grid point.
- Showing and hiding individual grid points.
- Being able to click on a grid point
I don’t know yet if it supports those. That will be tomorrow.
Day 14 – baby steps and distractions.