I want to develop a tile based 3D building system as a foundation for an game. But there is a question which is cracking my mind a bit.
I am grateful for every thought, hint, link or book suggestion.
How do I deal with the thickness of walls on a grid, respectivelly how should I realize walls?
I used the search engine, watched at other games on steam & youtube, but the result & my conclusion is not really satisfying.
What is the most common way, which causes the least problems in your oppinion?
The game-engine i want to use is Godot.
This are the 3 options which I have, at least I think this are the 3 I have:
(1) Wall as a plane
I think this option causes not much problems, but it is also the least attractive option because it doesn’t look that great to a player.
The wall is flat, the positioning of items in front of the wall, on both sides shouldn’t make problems because. The wall has no thickness, so there is no offset related to the grid.
(2) Wall in size of the grid
I think this option causes the least problems, but probably you get really thick looking walls if your grid is to big & with a smaller grid you maybe get other problems (performance issues or something else).
The wall doesn’t affect the positioning of items in front of the wall, on both sides. The wall has thickness, but the thickness doesn’t results in an offset related to the grid.
Currently I think this is the option I should stick with, but to get walls which are not that thick, I believe I should create a grid with a size of .5 or .25 when you relate 1 to an meter (walls in germany are about 25 till 50 cm).
Maybe I worry too much about the size of the walls?
(3) Wall overlapping the grid
I think this option makes the most headache, at least for me. With this option you have a offset resulting from the thickness of the wall. Because it’s overlapping the floor tiles half the walls thickness, so you have to deal with the placement of items in front of the wall & currently I have no idea to deal with.