Godot Version
Godot 4.6.2
Question
Hi everyone! I need some architectural advice regarding TileMapLayers in Godot 4.
My game features a procedurally generated island with 5 different biomes. I want the transitions between biomes to be completely sharp and abrupt, without any blending or transition tiles, similar to how it looks in Don’t Starve.
How my system works:
The world is generated once at startup and split into chunks.
The chunks themselves are pure data containers stored in memory; they don’t hold any actual nodes.
I have a central Renderer that manages exactly 5 global TileMapLayer nodes (one for each biome).
As the player moves, the Renderer simply draws and clears data from the visible chunks onto these 5 persistent layers.
Everywhere I read about multi-tilemaplayers setups, people strongly advise against using too many tile layers.
Given that I don’t need any transition tiles, is this 5-global-layers approach acceptable for performance? Or is it still considered bad practice, and I should refactor it into a single TileMapLayer using different Atlas Sources within one TileSet?
I would love to hear your thoughts or best practices for this specific use case. Thanks!