Godot Engine: Pseudo-infinite 2D world.
Only people with experience in Godot and examples of work are of interest!
Hello. I am developing my own game in the top-down shooter genre. My game is conceptually similar to "20 Minutes Till Dawn," meaning it will have many mobs and objects on the screen. I need a procedurally generated world made up of tiles. I am using Godot 4.6 beta.
The world should be generated based on noise and will include several layers of TileMapLayer nodes (from 8 to 10). The main problem is that chunk generation must happen as quickly as possible and not burden the application at all (or do it without freezes, lags, etc.).
Important: I tried doing it through a neural network, and it didn't help at all. I have tried various methods and got stuck on the fact that the function set_cells_terrain_connect is very resource-intensive, but I need it. I would like to find someone with experience who, if they do use a neural network, will do so minimally.
I already have the tilesets. Overall, I would be satisfied with a project that includes a camera with the ability to move and the generator itself with flexible settings, so that during tests there are no micro-freezes and lags, and the FPS is at the level of 50–60.
The world itself is a looping square (sizes are specified in chunks) with a conditional circle in the center. In this circle, we generate the main tiles, such as dirt, grass, etc. From the radius of the circle to the edges of the square, we evenly mix and completely fill the edges with another type of dirt tile.
On several TileMapLayer, there will be a wind shader. The code will be provided, but it also needs several fixes.
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Hello!
I am interested in your project. I am a professional developer using Godot and work at an IT company. My experience includes the daily creation of 1-2 prototypes and mechanics, with over 50 implemented examples of varying complexity in my personal portfolio.
Regarding your task: The issue with set_cells_terrain_connect is well known to me. It is a heavy operation as it calculates the bit masks of neighbors for auto-tiling in the main thread. When generating large chunks "head-on," this inevitably causes freezes (and no, you do not need to argue that it is very resource-intensive).
Instead of the heavy connect for the entire chunk at once, I use an optimized algorithm: either breaking the update into frames or, which is more efficient, pre-calculating the tile IDs in a thread and using a fast set_cells (without connect), if the tile set structure allows it, or a local update only at the chunk boundaries.
I am working on Godot 4.5.1 stable.
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