Budget: 12000 UAH Deadline: 4 days
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.