@Nobelrobin said:
1 can godot create a tiled 3d world based on different scenes (created with heightmaps and assets)? How to bring all together?
Sure, Godot can have worlds built up of multiple large tiles or different scenes even. The harder part is the second part of this first question: putting it all together. In older games, like the Elder Scrolls Morrowind, tiles are loaded and unloaded as the player reaches the edge of a large tile, and this is probably the easiest way to go about this. You could just would need to detect when the player has entered/exited a tile, and then load the next adjacent tile in the direction of the edge that the player has entered/exited.
That said, I have not really looked into this myself, so I am just speculating. I would suggest seeing how other games handle it, as the technique is likely to be similar regardless of the game-engine or programming langauge.
2 should i create 1 vehicle class with instances of types of boats or create for 1 type of boat one class?
Personally, I would recommend having 1 base vehicle class that contains the majority of the code you will need, and then instance/expand/inherit that class for each of the boats. That way, your base class can have all of the code that all of the boats will need, but if you want to add something unique to each boat, you can add it through the instance. You can also use the instancing to have the meshes, collisions shapes, and other nodes in the correct positions.
I have done this several times to handle similar objects and it can save quite a bit of time. However, it can potentially be less time saving if the objects are quite different from each other and require a fair amount of custom, unique code. In those cases, it may be best to have each scene use its own unique, independent script, since there will be little overlap anyway.
Ultimately though, I would go with whatever you feel is best. You can always adjust later if needed :smile: