#proceduralterrain #proceduralgeneration #godot #godotengine #programming
I managed to hide chunks when they get out of render distance, and then show them again instead of regenerating them once they're back in view.
This has actually decreased lag spikes significantly. Apparently, deleting a bunch of nodes causes lag.
By the way, this isn't meant to be a game or anything like that. It's more of a procedural generation demo so I can learn. Might turn it into a game though, I guess.
COMPLETE:
✅ automatic chunk generation, unloading & reloading
✅ cool space-y background
✅ soundtrack (one repeating song made in #beepbox)
✅ nicer player movement (i might post a gif of it or something)
TO-DO:
1️⃣ remove collisions from covered tiles that the player will never* collide with
2️⃣ *prevent player from spawning inside walls