Godot Version
4.2
Question
I will describe the task: I want to generate a world of rather specific shapes, mostly square, according to principles similar to minecraft. However, the world will not be destructible, and will not consist of many small blocks (like in minecraft), but rather of segments with large blocks and sharp height differences (setting like in THE MAZE RUNNER, brutalism) I have some ideas on setting up noise for this, but that’s not the problem.
The problem is that I really know very little and the documentation sometimes is not very easy for me. Now i need to know two things: how to dynamically and “right way” generate a mesh from code (without 0 fps), and how to control the generation values with using noise parameters. I know that noise can be obtained using FastNoiseLite, and I have already studied some of its methods, but the practical application is still poorly understood by me
So, are there articles/textbooks/manuals that cover this topic in stages, or maybe there is other useful material? I am sure that I will figure out a lot on my own, if I can start from somewhere and understand the basic practical principles. I really want to figure out how it makes, and I’m especially concerned about the optimization part, since such things usually become a problem at late stages, when it’s “too late” to change something.
Thanks