Interactive World Editor

Dual-grid terrain system with property painting tools for seamless real-time editing

The Challenge

Exponential art requirements

Each new terrain type requires dozens of transition tiles, making world expansion impractical

Complex manual coordination

Traditional systems demand separate handling for visuals, collision, and game logic

Dual-Grid Architecture

Traditional
Dual Grid
Tiles Required
256+ tiles
16 tiles
Setup Complexity
Edge case hell
Simple offset
Visual Result
Jagged corners
Perfect curves

The Innovation

Tiles offset by half a grid unit create perfectly rounded corners with only 16 base tiles. Traditional tile systems require 256+ tiles and complex edge calculations to achieve similar results.

Property Painting System

Custom tooling that extends standard tile systems. Paint additional data layers over any area with brushes, dramatically reducing manual setup time while enabling precise control over game mechanics.

Logic and visual grids working in parallel

Complex multi-terrain environments with objects

The Results

Before

Assets 256+ tiles per terrain type
Workflow Manual tile placement with debugging
Scaling Each terrain multiplies complexity

After

Assets 16 tiles with perfect curves
Workflow Property painting with brushes
Scaling New terrains integrate seamlessly

Godot Engine • GDScript • TileMap System • Bitmasking • Custom Algorithms