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Hey @hieutkt I never really got to design a nice API for Runtime or Procedural generation of terrain yet. That is in the plans for the future. Right now, you would need to do it yourself. I had some play with it in an old version, but never tested it in the latest one. You would need to build some custom, similar to something like below: runtime_world_generator.gdPotential issues: Calling _rebuild_chunks_from_saved_data() rebuilds ALL chunks. For infinite worlds, you need incremental chunk updates. So this solution is not really perfect for that, without changing the underlying way we are handling MultiMesh, LOD, Chunk Management, etc. |
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Hi. This is a neat package. Thank you for sharing it.
Could you give any pointer on how to use this package programmatically to create infinite worlds (using Perlin noise or Wave Function Collapse)? Something similar to
set_cells_terrain_connect()inTileMapLayer?Beta Was this translation helpful? Give feedback.
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