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AlexeyBond avatar AlexeyBond commented on June 12, 2024 1

Hi.

If you do already have a way to choose next rect to run the algorithm on, then it should be easy:

  • call reset method on generator node
  • set the new rect using rect
  • call start to start generator again

Just don't do it before generator finishes with previous job (it emits done signal when it does).

Some caveats are:

  • new rects should overlap adjacent generated areas by at least one cell it's actually more complicated: the overlap should be about 2(or more) * value returned by get_influence_range but everything execpt a border of width 1 should be erased before generation of new area. Or all ungenerated borders of rects to generate should be filled with some generic tile. Otherwise content of the new rect will not be consistent with them.
  • this won't work with preconditions like a dungeon generator out of the box - it would generate a separate dungeon in every rect.

A more generic solution for dynamic generation is currently on todo list. It may be useful if you will share some of your experience in case of succes.

from godot-constraint-solving.

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