#proceduralterrain

#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

White square surrounded by pink, red and beige procedurally generated 2D terrain in space

#programming #godot #godotengine #proceduralterrain

COMPLETE:
✅ Automatic Chunk Generation

TO-DO:
1️⃣ chunk unloading
2️⃣ remove collisions from covered tiles that the player will never* collide with
3️⃣ *prevent player from spawning inside walls

A screenshot with a white square in the center, surrounded by 2-dimensional procedurally generated terrain of various pink colors.

#programming #godot #godotengine #proceduralterrain

TODO: automatic chunk generation

A screenshot with a pink square in the center, in a gray background surrounded by procedurally generated green squares.

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