From 40c6a00c6a3905ccd3a43962f15da5a69610b536 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Sat, 21 May 2022 19:23:43 -0600 Subject: add godot project structure entry --- blog/src/g/godot_project_structure.md | 82 +++++++++++++++++++++++++++++++++++ 1 file changed, 82 insertions(+) create mode 100644 blog/src/g/godot_project_structure.md (limited to 'blog/src/g') diff --git a/blog/src/g/godot_project_structure.md b/blog/src/g/godot_project_structure.md new file mode 100644 index 0000000..f69a74d --- /dev/null +++ b/blog/src/g/godot_project_structure.md @@ -0,0 +1,82 @@ +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 + - ... +- \ + +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 -- cgit v1.2.3-70-g09d2