Blog tag

#Godot

8 posts tagged with Godot.

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4 min read

Killing the Heightmap: Why We Switched to Noise-Driven Terrain Texturing in Our Civ-Style RTS

We ditched rigid height-based terrain blending for a noise-driven system that creates natural biome transitions in our hex-based RTS.

game developmentprocedural terrainGodotshadersRTS
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4 min read

How We Fixed Biome Transitions in Our Hex-Based 3D RTS (And Made Terrain Rendering Faster)

We overhauled terrain texturing in Civ RTS by switching to discrete height map combination and post-blur, fixing jagged biome edges and boosting performance.

Godotterrain renderingRTS developmentprocedural generationoptimizationbiome transitions
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3 min read

How We Solved Terrain Texture Alignment in Our Hex-Based 3D RTS

We fixed persistent terrain texture misalignment in our hex grid RTS by centralizing map settings and integrating a unified texture atlas system.

Godot3D RenderingTerrain TexturesHex GridShader Programming
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4 min read

From Heightmaps to Influence Maps: Rewriting Terrain Generation in a Hex-Based 3D RTS

How I replaced rigid height-based terrain with a dynamic influence system in Godot for more flexible biome and gameplay design.

GodotRTSProcedural GenerationGame DesignHex GridsInfluence Maps
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3 min read

From Spaghetti to Speed: How We Refactored an RTS Game to Data-Oriented Design in Godot

We slashed frame times in our hex-based RTS by restructuring unit logic around data-oriented design in Godot—here’s how.

GodotData-Oriented DesignGame DevelopmentPerformance OptimizationRTSRefactoring
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4 min read

Replacing Outline Meshes with Material-Based Highlighting in Godot for Better Performance

How I upgraded Civ RTS's hex tile selection system by swapping outline meshes for dynamic materials—cutting draw calls and fixing deprecation warnings.

GodotPerformance OptimizationShader MaterialsRTS Development3D Rendering
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4 min read

From Grid to Geometry: Refactoring Building Placement in a Hex-Based 3D RTS

How I overhauled building placement in Civ RTS to use real 3D geometry instead of grid snaps for better collision and scalability.

GodotRTS3Dcollisiongame devrefactor
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4 min read

When Plugins Do More Harm Than Good: Removing Bloat from Gear to Glory 4.3

We removed two underperforming plugins from Gear to Glory 4.3—trading bloat for stability and maintainability with Godot’s built-in tools.

Godotplugin optimizationcode maintenancegame developmenttechnical debt
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