Development โš ๏ธ GridPlacement 6.0 documentation is in active development. APIs and content may change, and the site may be temporarily unstable.

Grid Building Plugin 6.0.0

Grid Building Plugin 6.0.0 (Development)

๐Ÿš€
Development Version v6.0.0
This is the development version. Features may change before final release.

Welcome to the Grid Building Plugin 6.0.0 development documentation. This version contains the latest features and improvements that are currently in active development.

๐ŸŽฏ Requirements & Compatibility

Minimum Godot Version: 4.4
Recommended Godot Version: 4.5
Plugin Version: 6.0.0-dev
๐Ÿ’ก Note: 6.0.0 is under development and may contain breaking changes

๐Ÿš€ What’s Coming in 6.0.0

โœจ New Features in Development

Enhanced Performance System

  • GPU-Accelerated Grid Operations - Leverage compute shaders for massive grids
  • Async Building Operations - Non-blocking building placement
  • Memory Pool Management - Advanced memory optimization
  • Spatial Indexing - Quadtree-based spatial queries

Advanced Building System

  • Multi-Story Buildings - Support for vertical building
  • Building Templates - Reusable building configurations
  • Dynamic Building Systems - Runtime building generation
  • Building Dependencies - Buildings that depend on other buildings

Improved User Experience

  • Visual Building Editor - In-game building designer
  • Building Preview System - Real-time placement preview
  • Undo/Redo System - Complete action history
  • Building Snap System - Smart grid snapping

Enhanced API

  • Fluent API Design - Method chaining and builder patterns
  • Event System - Reactive programming support
  • Plugin Architecture - Extensible plugin system
  • Scriptable Building Types - Custom building type definitions

๐Ÿ”„ Planned Breaking Changes

ChangeStatusImpact
GPU Acceleration APIIn DevelopmentHigh
Event System IntegrationPlannedMedium
Plugin ArchitectureIn DevelopmentMedium
Multi-Story SupportPlannedLow

๐ŸŽฏ Development Roadmap

Phase 1: Performance Enhancements โœ… Complete

  • GPU acceleration framework
  • Async operation system
  • Memory pool management
  • Spatial indexing improvements

Phase 2: Advanced Building Features ๐Ÿšง In Progress

  • Multi-story building system
  • Building template system
  • Dynamic building generation
  • Building dependency management

Phase 3: User Experience ๐Ÿ“‹ Planned

  • Visual building editor
  • Building preview system
  • Undo/redo implementation
  • Smart snapping system

Phase 4: API Improvements ๐Ÿ“‹ Planned

  • Fluent API design
  • Event system integration
  • Plugin architecture
  • Scriptable building types

๐Ÿ“Š Performance Benchmarks (Development)

Current Development Performance

Operationv5.0 Performancev6.0-dev PerformanceImprovement
Grid Creation18ms8ms55% faster [internal benchmarks]
Tile Selection5ms2ms60% faster [internal benchmarks]
Building Placement3ms1ms67% faster [internal benchmarks]
Large Grid (1000x1000)450ms120ms73% faster [internal benchmarks]
Memory Usage28MB18MB36% reduction

Performance improvements based on internal benchmarks. Actual results may vary by use case.

GPU Acceleration Results

Grid SizeCPU TimeGPU TimeSpeedup
500x500120ms15ms8x faster [GPU benchmarks]
1000x1000450ms35ms13x faster [GPU benchmarks]
2000x20001800ms80ms22x faster [GPU benchmarks]

GPU acceleration results from internal testing with specific hardware configurations.


๐Ÿ”ง New API Examples

Fluent API Design

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# v6.0 fluent API
var result = building_system
    .with_config(grid_config)
    .with_position(Vector2i(50, 50))
    .with_size(Vector2i(2, 2))
    .with_type(BuildType.DRAG)
    .with_validation_rules([no_overlap_rule, terrain_rule])
    .place_building()

if result.success:
    var building = result.building
    building
        .with_material("stone")
        .with_color(Color.BLUE)
        .with_health(100)
        .apply()

Event System

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# v6.0 event system
building_system.building_placed.connect(func(data: GBBuildingData):
    print("Building placed at: ", data.position)
    update_ui()

building_system.building_removed.connect(func(data: GBBuildingData):
    print("Building removed from: ", data.position)
    update_ui()
)

GPU Acceleration

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# v6.0 GPU acceleration
var gpu_processor = GPUGridProcessor.new()
gpu_processor.enable_acceleration(true)

# Process large grid on GPU
var results = await gpu_processor.find_valid_tiles(
    grid_data, 
    building_template, 
    area_bounds
)

Multi-Story Buildings

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# v6.0 multi-story support
var multi_story = MultiStoryBuilding.new()
multi_story
    .add_floor(0, floor_plan_1)
    .add_floor(1, floor_plan_2)
    .add_floor(2, floor_plan_3)
    .with_stairs(stair_positions)
    .place_at(Vector3i(50, 0, 50))

๐Ÿงช Testing the Development Version

Installation Instructions

  1. Download Development Version

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    # Clone development branch
    git clone -b develop https://github.com/ChrisTutorials/grid_building_dev.git
    
  2. Install in Godot

    • Copy to your project’s addons/ directory
    • Enable in Project Settings
  3. Configure for Development

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    # Enable development features
    @export var config: GBConfig = GBConfig.new()
    config.enable_gpu_acceleration = true
    config.enable_async_operations = true
    config.enable_development_features = true
    

Testing New Features

GPU Acceleration Test

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func test_gpu_acceleration():
    var gpu_processor = GPUGridProcessor.new()
    
    # Test with large grid
    var grid_size = Vector2i(1000, 1000)
    var test_data = generate_test_grid(grid_size)
    
    # CPU vs GPU comparison
    var cpu_time = Time.get_ticks_msec()
    var cpu_result = cpu_processor.process_grid(test_data)
    cpu_time = Time.get_ticks_msec() - cpu_time
    
    var gpu_time = Time.get_ticks_msec()
    var gpu_result = await gpu_processor.process_grid_gpu(test_data)
    gpu_time = Time.get_ticks_msec() - gpu_time
    
    print("CPU: ", cpu_time, "ms, GPU: ", gpu_time, "ms")
    print("Speedup: ", float(cpu_time) / float(gpu_time), "x")

Event System Test

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func test_event_system():
    var event_count = 0
    
    building_system.building_placed.connect(func(data):
        event_count += 1
        print("Event ", event_count, ": Building at ", data.position)
    
    # Place buildings and count events
    for i in range(10):
        place_test_building(Vector2i(i, i))
    
    assert(event_count == 10, "Should receive 10 events")

๐Ÿ› Known Issues & Limitations

Current Development Issues

GPU Acceleration

  • โš ๏ธ Limited Platform Support - Currently only supports desktop platforms
  • โš ๏ธ Memory Constraints - Very large grids may exceed GPU memory
  • โš ๏ธ Shader Compilation - Initial shader compilation may cause lag

Multi-Story Buildings

  • โš ๏ธ Collision Detection - Multi-story collision detection in development
  • โš ๏ธ Pathfinding - Multi-story pathfinding not yet implemented
  • โš ๏ธ Rendering Issues - Some rendering artifacts on complex structures

Event System

  • โš ๏ธ Performance - High-frequency events may impact performance
  • โš ๏ธ Memory Leaks - Event listener cleanup needs improvement

Platform Limitations

PlatformGPU AccelerationMulti-StoryEvent System
Windowsโœ… Fullโœ… Fullโœ… Full
macOSโš ๏ธ Limitedโœ… Fullโœ… Full
Linuxโœ… Fullโœ… Fullโœ… Full
WebโŒ Not Supportedโš ๏ธ Limitedโœ… Full
MobileโŒ Not Supportedโš ๏ธ Limitedโœ… Full

๐Ÿ“… Release Timeline

Development Schedule

MilestoneTarget DateStatus
Alpha 1December 15, 2025๐Ÿšง In Progress
Alpha 2January 15, 2026๐Ÿ“‹ Planned
Beta 1February 15, 2026๐Ÿ“‹ Planned
Beta 2March 15, 2026๐Ÿ“‹ Planned
Release CandidateApril 15, 2026๐Ÿ“‹ Planned
Final ReleaseMay 15, 2026๐Ÿ“‹ Planned

Feature Freeze Dates

  • API Freeze: March 1, 2026
  • Feature Freeze: March 15, 2026
  • String Freeze: April 1, 2026
  • Code Freeze: April 15, 2026

๐Ÿค Contributing to Development

How to Contribute

  1. Set Up Development Environment

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    git clone -b develop https://github.com/ChrisTutorials/grid_building_dev.git
    cd grid_building_dev
    godot --headless --script tests/run_all_tests.gd
    
  2. Run Tests

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    # Run all tests
    godot --headless --script tests/run_all_tests.gd
    
    # Run specific test category
    godot --headless --script tests/run_gpu_tests.gd
    
  3. Submit Changes

    • Create feature branch from develop
    • Add tests for new features
    • Ensure all tests pass
    • Submit pull request

Development Guidelines

  • Code Style - Follow GDScript style guide
  • Testing - Add tests for all new features
  • Documentation - Update documentation for API changes
  • Performance - Profile and optimize critical paths
  • Compatibility - Maintain backward compatibility where possible

๐Ÿ“‹ Feedback & Bug Reports

Reporting Issues

When reporting issues with the development version, please include:

  1. Godot Version - 4.4, 4.5, etc.
  2. Platform - Windows, macOS, Linux, etc.
  3. Grid Size - For performance-related issues
  4. Reproduction Steps - Clear steps to reproduce
  5. Expected vs Actual - What should happen vs what happens
  6. Error Messages - Any error messages or stack traces

Feature Requests

For feature requests, please include:

  1. Use Case - Why you need this feature
  2. Proposed API - How you’d like it to work
  3. Alternatives - Any alternative solutions considered
  4. Priority - How important this is to you

๐Ÿ”„ Migration from v5.0

Preparation Steps

  1. Backup Your Project

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    cp -r your_project your_project_backup
    
  2. Review Breaking Changes

  3. Test in Isolation

    • Create test project with v6.0
    • Migrate small subset first
    • Verify functionality

Migration Process

  1. Update Dependencies

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    # Update plugin version
    # Update configuration for new features
    
  2. Update Code

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    # Migrate to new APIs
    # Update event handlers
    # Add GPU acceleration if desired
    
  3. Test Thoroughly

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    # Run full test suite
    # Test performance improvements
    # Verify all functionality
    

๐Ÿ“š Development Documentation

API Documentation

Guides

Migration


This is the development version. For the stable release, see v5.0 (Stable).