Comments (1)
Hi.
If you do already have a way to choose next rect to run the algorithm on, then it should be easy:
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 cellit's actually more complicated: the overlap should be about 2(or more) * value returned byget_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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from godot-constraint-solving.