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Document loading maps at runtime from game resources #10
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Posting both to be subscribed to this and to write down the use case/reasoning for wanting to load maps at runtime. My goal was to be able to write the game's gamemode logic (scoring, player spawning, etc) and keep it logically separated from the maps themselves. There's 3-4 approaches to this that I can think of, off the top of my head:
This is important because common use cases--like "I want to have multiple gamemodes that need to have separate logic, and multiple maps that might be valid for different gamemodes"--are exactly what people will want to learn about from the documentation. When someone looks up how to load a map at runtime, this is one of the questions they'll probably be trying to answer. |
QodotPlugin/qodot-plugin#159
You can load maps and build them at runtime by setting a QodotMap's map_file to your map, then calling verify_parameters(), then build_map() on the node.
I remember people running into dependency errors with their export settings, so I'm hoping someday I can write out the full method for this (including export settings) and add it to the docs.
As an alternative to supporting runtime loading, depending on the project, you can save your complete QodotMap builds as .tscn scenes, and just load those scenes. It's undeniably faster to load Godot's own data structures from your hard drive than it is to perform the entire build process in QodotMap which relies on various multithreaded API calls.
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