#noiseTexture
Here are some tips I use in Godot 🎮:

NoiseTexture + 2D arrays for procedural maps 🗺️

AStar2D pathfindinh with NavigationRegion2D for grid-based movement 🌐

JSON for lightweight roguelike saves 💾

CanvasItem shaders for fog of war effects 🌫️

#Godot #GameDev #Tips
#MakeGames
November 14, 2024 at 4:24 PM
Here is a custom class for a Bakeable NoiseTexture resource, if you are having this problem with slow editor startups.

The texture is saved in the same location and name as the resource or the .tscn file as fallback.

gist.github.com/nan0m/c28076...

#GodotEngine #Gamedev
December 12, 2024 at 5:49 PM
#gamedev 🎮 : I've started a #blog :)
The blog will be about whatever I'm doing and want to make elaborate posts about. The first topic I've picked is how you convert a #unity #shadergraph into a #godot #shader in their #gdshader language: mads.blog/from-shaderg...

#hlsl #programming #games #indie
February 27, 2025 at 1:37 PM
the noisetexture evil has been purged from my main dev project after double checking and fixing asset materials to ensure they use baked textures.
15 second startup+load time is now 2 seconds.
Time to relax and make art. I need a break from code.
December 13, 2024 at 3:10 PM
For procedural TileMaps in Godot 🗺:

1️⃣ NoiseTexture filters tiles into playable ranges 🌄
2️⃣ Code cellular automata in GDScript for cohesive regions like lakes/forests 🌲💧
3️⃣ Generate paths with random walks or Perlin worms 🛣
4️⃣ Validate connectivity to ensure playability 🔗

#Godot #GameDev #MakeGames
November 15, 2024 at 1:45 AM
No problem! I'm currently using NoiseTexture with FastNoiseLite for procedural terrain. I sample the noise using get_pixel(x, y) and store those values in a 2D array. From there, I map the values to different tiles in a TileMap, making my play area able to be generated dynamically.
November 14, 2024 at 6:45 PM