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I requested an identical query on the Godot subreddit however I wish to ask right here as properly in hope of getting extra detailed/totally different solutions.
I’m making a world map for a turn-based tile-based 3D technique sport within the fashion of the Civilization video games, and I would really like it to have the seamless wraparound within the east-west route frequent to this style of video games. The precise map is a finite parallelogram of hexagonal tiles that appears like this:
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
* * * * * * * * * * *
the place every * represents a hexagon. I want a means for the digicam to easily begin rendering the western a part of the map when it nears the jap edge, and vice versa. I’ve already applied a teleporting digicam that jumps to the alternative edge when it hits a map edge, however when it’s at one edge, half of the display is presently empty house. I additionally want a means to verify mouse inputs get accurately processed by the sport map, even when the participant is definitely clicking within the “faked” space which is exterior the map bounds.
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