I’m little late. It was a crazy day, sorry…
Since the Tiny Worlds Community Challenge is a visually focused, this was not developed with optimization/performance in mind. You shouldn’t expect it to run everywhere. It may not work on mobile, not because of the logic/scripts, but due to post-processing effects that are not optimized.
Repo: GitHub - selimanac/defold-tiny-city
Test it: defold-tiny-city 1.0
I also wanted to implement a day and night cycle, but I spent a lot of time on the graph editor (WIP) and the DoF effect.
I would also like to thank @Piro for his effort and time in building the initial map. I didn’t end up using it, but I used some of his ideas. ![]()
Since this is a kind of practice for worldbuilding, I would like to share my thoughts on the current state of the Defold Editor while building this simple world.
- Need persistent show/hide states for Outline. When the editor is closed and reopened, everything becomes visible again.
- Project based settings for Toggle Component Guides, Grid, and similar options should be saved and reloaded.
- We really need top, left, and right views to switch quickly between them. It is extremely time consuming to place 3D objects while constantly rotating the camera: Front Top Left viewport presets in editor · Issue #8147 · defold/defold · GitHub
- Snap to grid, snap to grid, snap to grid(I know it is easier said than done). This was one of the earliest issues (Manual grid size and Snapping are not working [DEFEDIT-1283] · Issue #1477 · defold/editor2-issues · GitHub) of mine.
- 3D particle system.
- Move amount. We currently have only two options, Move Whole Pixel or Any. It would be nice to configure a custom step, like 0.1 or 1.5. I think there was a pull request for this.
- More natural editor scene camera controls.
Other stuff:
- Also hit this: Editor viewport transforms & gizmos completely broken if 180° rotations are involved · Issue #9410 · defold/defold · GitHub
- Yes please: Add support for model LODs · Issue #7398 · defold/defold · GitHub and also occlusion culling will be super
- This is still an issue when particles are rotated: GitHub · Where software is built
- Yes please: Add “fly camera” WASD controls in 3D Scene view · Issue #11185 · defold/defold · GitHub
- I’m not sure why this happens yet, but if I compress the cubemap textures using BasisU, they don’t render correctly on Chrome and Safari. It works fine on Firefox and desktop.
Issue: Cubemap textures render incorrectly when texture compression is applied · Issue #11566 · defold/defold · GitHub - I couldn’t get webgpu to work. It just crashes in browsers.
Issue: webgpu crash when Mipmaps is enabled · Issue #11567 · defold/defold · GitHub