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Godot Engine: Pseudo-infinite 2D world.

Translated

  1. 14508
     24  0

    4 days267 USD

    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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Client
Andrey Seter
Ukraine Dnepr  1  0
Project published
5 months 9 days back
70 views
Tags
  • godot
  • game
  • Procedural Generation
  • TileMap