dual-grid-tilemap-system-godot-gdscript
A dual grid tilemap system for Godot written in native GDScript, converted from jess::codes' original C implementation. The dual grid approach requires only 16 or 6 tiles per tileset to produce perfectly rounded corners that align to the world grid, making tile-based terrain rendering more efficient and visually clean. Key features include direct editor drawing with fully filled tilemap tiles for instant visual feedback, support for multiple terrain types such as grass, dirt, water, and sand, a flexible system for easily adding new terrain types, and the ability to draw from multiple atlas coordinates. Changes made in the editor are reflected immediately in the displayed output. This system is useful for Godot developers building 2D games with tile-based environments who want smooth, rounded terrain transitions without managing large tilesets. It is ideal for procedural terrain generation, top-down games, and any project requiring efficient tilemap rendering with minimal tile assets. Contributors are welcome,