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authorDavid Luevano Alvarado <david@luevano.xyz>2022-05-21 19:23:43 -0600
committerDavid Luevano Alvarado <david@luevano.xyz>2022-05-21 19:23:43 -0600
commit40c6a00c6a3905ccd3a43962f15da5a69610b536 (patch)
tree29c6eea0a34d4580968efc76e315b9735e655276 /blog/src/g
parent5609f3778a3f6c342e8632695de4f1f1272770aa (diff)
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+title: General Godot project structure
+author: David Luévano
+lang: en
+summary: Details on the project structure I'm using for Godot, based on preference and some research I did.
+tags: gamedev
+ short
+ english
+
+One of my first issues when starting a project is how to structure everything. So I had to spend some time researching best practices and go with what I like the most.
+
+The first place to look for is of course the official *Godot* documentation on [Project organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html); along with project structure discussion, also comes with best practices for code style and what-not. I don't like this project/directory structure that much, just because it tells you to bundle everything under the same directory but it's a really good starting point, for example it tells you to use:
+
+- /models/town/house/
+ - house.dae
+ - window.png
+ - door.png
+
+Where I would prefer to have more modularity, for example:
+
+- /levels/structures/town/house (or /levels/town/structures/house)
+ - window/
+ - window.x
+ - window.y
+ - window.z
+ - door/
+ - ...
+ - house.x
+ - house.y
+ - house.z
+
+It might look like it's more work, but I prefer it like this. I wish [this site ](https://www.braindead.bzh/entry/creating-a-game-with-godot-engine-ep-2-project-organization) was still available, as I got most of my ideas from there, but apparently the owner is not maintaining his site anymore; but there is [this excelent comment on reddit](https://www.reddit.com/r/godot/comments/7786ee/comment/dojuzuf/?utm_source=share&utm_medium=web2x&context=3) which shows a project/sirectory structure more in line with what I'm currently using (and similr to the site that is down that I liked that much). I just do somethings a bit different, and end up with:
+
+- /.git
+- /assets (raw assets/editable assets for their respective software, could also be the whole imported assets from some packs, where you can just select few of them to actually use)
+- /releases (executables ready to publish)
+- /src (the actual godot project)
+ - .godot/
+ - actors/ (or entities)
+ - player/
+ - assets/
+ - sprites/
+ - ...
+ - enemy/ (this could be a dir with subdirectories for each type of enemy for example...)
+ - assets/
+ - sprites/
+ - ...
+ - actor.gd
+ - ...
+ - levels/ (or scenes)
+ - common/
+ - assets/
+ - sprites/
+ - ...
+ - main/
+ - ...
+ - overworld/
+ - ...
+ - dugeon/
+ - ...
+ - Game.tscn (I consider the "game" itself a level/scene, so I'm including it here)
+ - game.gd
+ - objects/
+ - box/
+ - ...
+ - ...
+ - screens/
+ - main_menu/
+ - ...
+ - ...
+ - globals/ (singletons/autoloads)
+ - ui/
+ - menus/
+ - ...
+ - ...
+ - Main.tscn (the entry point of the game)
+ - main.gd
+ - icon.png
+ - project.godot
+ - ...
+- \<any other repository related files\>
+
+And so on, I hope the idea is clear. Basically you need to abstract some entity/object that you're going to use into its more basic form and use subdirectories for each level of abstraction (a player is an actor and thus we use actor/player; a box is part of the world, and is a level so we can use levels/common/decor/box or something like that). Once you have the most basic abstraction done, anything that belongs to that abstraction will have all of its assets/sounds/shaders/etc in it's directory. \ No newline at end of file