Procedural world gen: connection between water terrain in chunks are failing
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Discuss: r/godot
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My problem is:

I'm using the BetterTerrain plugin for water autotiling in my procedural 2D world. My problem is that the water tiles don't connect at the seams between chunks.

Occasionally, the seams will fix themselves when the player moves into an adjacent chunk, which forces an update. This inconsistency makes me think it's a timing or order-of-operations issue with how I'm handling the changesets.

Gif from the problem: https://imgur.com/a/ceH8hc4

Context:

I have a WorldChunkManager that loads and unloads chunks in a 3x3 grid (CHUNK_LOAD_RADIUS = 1) around the player. Chunks are generated in threads.

My logic for pai...

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