game design – 3D World; how do I deal with the thickness of walls on a grid to create a tile based building system

I want to develop a tile based 3D building system as a foundation for an game. But there is a question which is cracking my mind a bit.

I am grateful for every thought, hint, link or book suggestion.

How do I deal with the thickness of walls on a grid, respectivelly how should I realize walls?

I used the search engine, watched at other games on steam & youtube, but the result & my conclusion is not really satisfying.

What is the most common way, which causes the least problems in your oppinion?

The game-engine i want to use is Godot.

This are the 3 options which I have, at least I think this are the 3 I have:

(1) Wall as a plane
Wall as a plane

I think this option causes not much problems, but it is also the least attractive option because it doesn’t look that great to a player.

The wall is flat, the positioning of items in front of the wall, on both sides shouldn’t make problems because. The wall has no thickness, so there is no offset related to the grid.

(2) Wall in size of the grid
Wall in size of the grid

I think this option causes the least problems, but probably you get really thick looking walls if your grid is to big & with a smaller grid you maybe get other problems (performance issues or something else).

The wall doesn’t affect the positioning of items in front of the wall, on both sides. The wall has thickness, but the thickness doesn’t results in an offset related to the grid.

Currently I think this is the option I should stick with, but to get walls which are not that thick, I believe I should create a grid with a size of .5 or .25 when you relate 1 to an meter (walls in germany are about 25 till 50 cm).

Maybe I worry too much about the size of the walls?

(3) Wall overlapping the grid
Wall overlapping the grid

I think this option makes the most headache, at least for me. With this option you have a offset resulting from the thickness of the wall. Because it’s overlapping the floor tiles half the walls thickness, so you have to deal with the placement of items in front of the wall & currently I have no idea to deal with.

raytracing – Ray Tracer – How do I fix fish eye effect on side walls?

I’ve come here because I can’t seem to find out what’s wrong with my ray tracer.

I fixed the fish eye effect when looking straight on at walls, but the effect remains when the player is looking at walls to the side.

I think it’s because most of the rays hit the surface close to the player, while fewer and fewer rays hit more distant walls, resulting in a curve. The only problem is I don’t know how to make it appear linear.

    float dist = distance*cos(angle); //fix distorted distance
    float rat = (depth-(dis))/depth; //calculate ratio for wall height
    float h = 64*rat; //calculate height
    PImage slice = sprites(0).get((int)(inter/2),0,1,16); //get image slice
    image(slice,i*4,768-h/2,4,h); //display image slice

In this example, the top screen is the raw data while the bottom screen it the ray traced 2.5D image. I’ve made the rays visible.

enter image description here

Hacks – IPS patch for Walk Through Walls in Pokémon Emerald, played on gpSP-Nspire (Game Boy Advance emulator for TI-Nspire)

I'm looking for an IPS patch for Pokémon Emerald that the player can walk through walls with. I'm using gpSP-Nspire (Game Boy Advance Emulator for TI-Nspire). I tried to use GameShark code I got from this website:

I got the Pokémon Emerald ROM from here:

And I called it "Emerald.gba.tns" for the sake of the standard TI-Nspire file extension (.tns).

This is what my cheat file looks like (I'll specify where it ends and ends with curly brackets):


gameshark_v3 WalkThroughWalls

7881A409 E2026E0C

8E883EFF 92E9660D


It's called "Emerald.cht.tns"

Should I have created this cheat file or am I correct to track an IPS patch? If I should have created this cheat file, what did I do wrong or is it a problem with the emulator? If anyone knows where to find an IPS patch to go through walls in Pokémon Emerald, let me know.

Thanks in advance.

Wireless network – Optimal WiFi settings for 2 walls

I recently increased my internet speed from 50MB to 300MB because I have to do a lot of homework and it just didn't shorten it.
Here's what my internet setup looks like (I share it with 3 other people so the setup cannot be changed:
Enter the image description here

On a good day, I get about 80 Mbps on my laptop. I decided to upgrade to a Rogue Rapture GT-AC5300.
Unfortunately, nothing has really changed. I tried messing around with the WiFi settings, but the numbers stay roughly the same.
Are there settings that I can adjust to increase my WiFi speed closer to 300 or should I just return the new router and accept the current speed?

Unity – How don't I let my bomb blast go through the walls?

I am currently playing a "Bomberman" game and was wondering why my bomb is going through the walls when I added a LayerMask to determine if the gameObject is a "wall" or not. How do I do this so my bomb doesn't go through the walls?

Enter the image description here

public LayerMask levelMask;
public GameObject explosion;

void Start()
    Invoke("Explode", 1f);

void Explode()
    Instantiate(explosion, transform.position, Quaternion.identity);


    GetComponent().enabled = false;
    Destroy(gameObject, .3f);

private IEnumerator CreateExplosions(Vector3 direction)
    for (int i = 1; i < 3; i++)

        RaycastHit hit;

        Physics.Raycast(transform.position + new Vector3(0, .5f, 0), direction, out hit,
          i, levelMask);

        if (!hit.collider)
            Instantiate(explosion, transform.position + (i * direction),
        yield return new WaitForSeconds(.05f);

Unity – Why don't the Physics2D.Raycasts reliably collide with the 2D Box Collider walls?

I ran this NPC around and I'm trying to create a cone that represents the line of sight, including the way it is blocked by buildings, similar to how Nicky Case implemented it, as described here: https: // ncase .me / sight-and-light /

My main problem with this is that I don't seem to detect any collisions between my 2D box colliders and Physics2D.Raycast if I expect too much time. The green rays in the picture below DO NOT collide (that's okay in the corners, I don't really care, but if the rays are going through walls, that's a big problem for me). Red rays collide.

Why don't the Physics2D.Raycasts collide reliably with the 2D Box Collider walls?

I believe that everything is in the same Z-plane and the correct collision matrix is ​​available.

! (
) Picture of my NPC and raycasts of them at various points on their way

    List endPoints = new List();
    GameObject() corners = GameObject.FindGameObjectsWithTag("verticies");

    for(int i = 0; i < corners.Length; i++) {
        UnityEngine.Vector2 corner = new UnityEngine.Vector2(corners(i).transform.position.x, corners(i).transform.position.y);
        RaycastHit2D endPoint = Physics2D.Raycast(this.transform.position, corner);
        if(endPoint.collider != null) {
            Debug.DrawLine (this.transform.position, endPoint.point,;
        } else {
            Debug.DrawLine (this.transform.position, corner,;

unity – Is there a tool for creating walls in unity3d?

I am currently building a maze game in Unity 3D and after creating some layers by placing and repositioning cubes by hand as walls, I think it would be nice if there was a tool for placing cubes with constant height and width, but different length and rotation on the y-axis, through joints: you click to place a joint, and a wall runs in straight lines between joints. Is there such a tool?

Unity – elastic collisions between cubes and walls

I have a simple scene with two cubes and walls as shown below.

The right ball begins to move along the x-axis with initial instantaneous force and collides with the first ball and is reflected by a vertical wall. Every collision in the system should be absolutely elastic.

I just have to give the right ball some power and everything else will happen by itself

Rigidbody2D rb;

void Start()


rb = GetComponent();

rb.AddForce(new Vector2(-1,0), ForceMode2D.Impulse);


I also add Rigidbody2D and Physics Material on walls and cubes with Friction 0. Bounciness 1 and Gravity scale 0,

But there is no jump in the scene

Enter image description here

Living green walls for Indian houses – everything else

Vibrant green partitions are stylish because they look great as well as change indoor and outdoor spaces by presenting an invigorating green component. Many mortgage holders are reluctant to adopt a Green Divider framework because they suspect that launching it is difficult and costly. The truth is that a professional Green Divider is supported free of charge in every way. While it costs more than buying normal pruned plants, the simplicity of support and the unmatched excellence it adds to the dividers in the house make it worthwhile to put resources into a vertical framework for green dividers.

Related article: Best Vertical Garden Suppliers in Bangalore

By chance that you are considering what living green partitions are, this type of partition is known by some names, including living partitions, vertical nurseries, and eco-partitions. They allude to a vertical structure, either free-standing or on a partition in which plant panels are involved. For the most part, hydroponics is used to provide the plants with nutrients and water so that they are essentially column-free. While DIY alternatives are much cheaper, the cost of a professionally introduced self-watering green divider in India can range from INR 700 per square foot to INR 3000 per square foot.

In this book of ideas, we expect all questions and fantasies about living green partitions to be dispelled, focusing on the thoughts of indoor kindergarten, including their system, the perfect plant varieties, and their support. In part 2 we will cover living partitions outdoors.

Which system is behind living green partition walls?

Green dividers have a network-like structure that helps plants or flowers to be embedded in them. The type of scaffold within the structure changes depending on the needs of the owner and the methods used by the expert. Numerous outdoor and indoor partitions are lined with pipes inside the structure to provide a self-watering highlight that eliminates the need for manual watering.

Instructions to make a green divider

A living divider has an auxiliary structure as its facility. The structure is attached to the partitions of the house in the ideal place and loaded with development medium in which the plants are embedded. In most cases, they are made into water scaffolds by living green partitions with the aim that the plants should not be watered day after day.

Collide with walls in a completely tile based game

I am doing a tile based game in which the player movement is fully displayed on the grid. Imagine Sokoban.

Basically I have a 2D array for the layout of the level (walls / not walls) and the player can check if there is a wall to go to.

My question is, when the player tries to move into a wall, I should:

  1. Let it move into the wall and later check if it is in a wall and restore it if necessary?
  2. Check if it will penetrate a wall and prevent it beforehand?

I understand that the answer depends heavily on the structure of my code, but I would still like to hear opinions about how it was done in the past. What do you think? Which of the two is better? (or is there a third option)