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https://github.com/glitchedinorbit/dual-grid-tilemap-system-godot-gdscript

Dual grid tilemap system converted from jess::codes' C# repo into native GDScript
https://github.com/glitchedinorbit/dual-grid-tilemap-system-godot-gdscript

gdscript godot godot-engine godot4 godot4-2 godotengine tilemap tileset tilesets

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Dual grid tilemap system converted from jess::codes' C# repo into native GDScript

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README

        

## Dual Grid Tilemap System For Godot In GDScript

A converted version of [jess::codes' C# dual grid system repo](https://github.com/jess-hammer/dual-grid-tilemap-system-godot) into native GDScript.

Draw directly in the Editor with any of the fully filled tilemap tiles to see the changes!

![](docs/dual-tilemap-demo.gif)

### Features
- Draw in the Editor
- Supports multiple terrains
- Grass
- Dirt
- Water
- Sand
- Easily add new terrain types
- Draw from multiple atlas coords

![](docs/dual-tilemap-terrains.png)

Using a dual grid system has the following advantages:
- Only 16 (or 6) tiles are required in the tileset
- The tiles have perfectly rounded corners
- The tiles align to the world grid

![Dual grid image by Oskar Stålberg](https://pbs.twimg.com/media/FBk2PhcXsAETv1x?format=jpg&name=large)

### References
- [Dual grid Twitter post by Oskar Stålberg](https://x.com/OskSta/status/1448248658865049605)
- ['Programming Terrain Generation' video by ThinMatrix](https://www.youtube.com/watch?v=buKQjkad2I0)
- ['Drawing Fewer Tiles' video by jess::codes](https://www.youtube.com/watch?v=jEWFSv3ivTg)

### Contributing
If you’d like to contribute, please see the [Contributing Guidelines](https://github.com/GlitchedinOrbit/dual-grid-tilemap-system-godot-gdscript/blob/main/CONTRIBUTING.md).

### Contact
If you have any questions, feedback, or suggestions, feel free to reach out:
- **Twitter**: [@glitchedinorbit](https://twitter.com/glitchedinorbit)
- **Email**: glitchedinorbit[at]gmail.com


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