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; 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:
It might look like it’s more work, but I prefer it like this. I wish this site 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 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.
diff --git a/blog/dst/rss.xml b/blog/dst/rss.xml
index 8139408..d815b06 100644
--- a/blog/dst/rss.xml
+++ b/blog/dst/rss.xml
@@ -13,8 +13,8 @@
Copyright 2021 David Luévano Alvaradodavid@luevano.xyz (David Luévano Alvarado)david@luevano.xyz (David Luévano Alvarado)
- Sun, 22 May 2022 00:27:08 GMT
- Sun, 22 May 2022 00:27:08 GMT
+ Sun, 22 May 2022 01:23:08 GMT
+ Sun, 22 May 2022 01:23:08 GMTpyssg v0.7.2https://validator.w3.org/feed/docs/rss2.html30
@@ -23,6 +23,127 @@
Luévano's Blog
https://blog.luevano.xyz
+
+ General Godot project structure
+ https://blog.luevano.xyz/g/godot_project_structure.html
+ https://blog.luevano.xyz/g/godot_project_structure.html
+ Sun, 22 May 2022 01:16:10 GMT
+ English
+ Gamedev
+ Short
+ Details on the project structure I'm using for Godot, based on preference and some research I did.
+ 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; 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:
It might look like it’s more work, but I prefer it like this. I wish this site 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 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.