$ show DanTrz/TileMapLayer3D
TileMapLayer3D is a Godot Engine 4.5+ editor plugin for creating 3D tile-based levels from 2D tilesheets. It provides tools for manual placement, auto-tiling, sculpting, vertex editing, animated tiles, and mesh baking. The plugin integrates deeply with Godot's editor and runtime systems, using a modular architecture with separate managers for different functionalities (placement, selection, autotile, animation, sculpt, vertex edit). It stores tile data in columnar arrays for efficiency and uses region-based spatial partitioning for performance. The plugin includes demo scenes and is actively maintained with recent updates.
The LLM identified 5 files worth highlighting for reuse:
Encodes 3D grid position and tile orientation into a 64-bit integer for efficient storage and lookup. Includes migration utilities for legacy string keys. Demonstrates isolated, reusable spatial indexing pattern with forward-compatible data migration.
Manages spatial partitioning of the tilemap into 3D chunks (regions) for efficient culling, baking, and collision queries. Uses a bucket-based spatial index for fast lookups. Demonstrates reusable chunking pattern for large spatial datasets.
Provides shared shader functions (e.g., sample_filtered) for consistent texture sampling across multiple shaders. Isolated utility module demonstrating reusable shader helper pattern.
Factory that generates various mesh types (flat, box, prism, arch) based on configuration parameters. Demonstrates reusable factory pattern for procedural mesh generation, decoupling mesh creation from usage.
Manages tile animation data (frame timing, UV offsets) and drives GPU shader-based animations. Demonstrates reusable pattern for efficient sprite animation in tilemaps, with data isolated from rendering.