Godot Version
Godot 4.6.1 C#
Question
Hi everyone. I’m making a minimap + full world map for an infinite/procedural world in Godot, similar to a Minecraft-style map.
My current implementation is CPU-based: I sample terrain/biome colors into a texture, store exploration state in chunked bitmasks, cache static vegetation per chunk, draw markers in a separate overlay, and blend fog of war during map rendering.
The problem is that interaction feels very bad. Dragging and zooming are noticeably laggy, especially when the map is updating. I’m not sure whether this is just an optimization problem, or whether my overall map architecture is wrong for a very large/infinite world.
The second problem is visual quality. The map works, but it looks more like a debug/tool view than a polished in-game map. Terrain colors feel flat, the fog blending is not very nice, and the overall result is still ugly.
So I’d like to ask:
How do other games usually build minimaps/full maps for huge or infinite worlds?
Should this be chunk-based cached textures, shader-heavy rendering, LOD, or some combination?
In Godot, what is the best way to get smooth dragging/zooming and better-looking fog of war?
Should I focus on changing the rendering architecture first, or on shaders/visual polish first?
Any advice would be greatly appreciated.