Increase performance on large tilemap

Godot Version

4.2.2

Question

I am making a game that uses the FastNoiseLite class to generate a noisemap, which is then turned into topdown 2D terrain using a tilemap, that uses the values returned from the noise function to turn it into some terrain.

The problem that I am having is, in the game that I am making, I want the player to have a really large world to mess around in, but once the world gets big enough, the performance starts to really take a hit, and I mean it really takes a hit.

Is there something that I can do to increase the performance of the game when the world of the player is large, like optimisation for larger tilemaps that are being rendered in game.

The tiles on the tilemaps are 16x16, but are literally just one color, so it can’t be the tiles.

You need the chunk system, like the games like Minecraft that contain a large map.

The chunk system will load several chunks around the player, when the player moves, it’ll unload the chunks that are too far, and load the chunks that get closer to the player.

There are a lot of tutorials about how to build this, but since we know the logic of a system, we can easily implement it.

Watch this video maybe it can help you to creating chunk system, in this video the chunk is created in a way that can increase performance but its not the right way

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.