I had some good luck today with the Godot MultiMesh and MultiMeshInstance, after some initial stumbles. Creating each instance within the mesh is straightforward – I was able to take the code that currently generates instances of the grid dot scene and just set a new “instance” in the multi mesh at that position instead. You get to specify the transform for each instance, which means I can represent active and non-active points.
I still need to see if I can hide an instance as opposed to having to rebuild the instances for each visibility change – or change its scale to 0 or something horrible like move it sufficiently below the ground. I’ll have to think about that a bit… use the right technique.
This image shows some playing around. All the grid dots are held by a single multi-mesh instance, with different scales applied.
Since you can rotate instances as well, I may be able to use another multi-mesh to hold all the grid segments and just rotate each one and position it as needed. Neat stuff.
Learning is fun.
Day 15: what a mesh.