
Godot Developer Needed for Procedural Terrain Generation
Upwork
Remoto
•Hace 2 semanas
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Sobre
The world should be divided into chunks of 32x32 tiles. The target map size is 400x400 chunks (and should be scalable/expandable). Terrain generation must look natural, with smooth transitions between different biomes: Grass ↔ Water ↔ Sand ↔ Ocean Grass ↔ Desert The system should be highly optimized to handle such a massive world, considering that players will build many structures on the map. I already have a PNG sprite sheet with all the terrain tiles (grass, sand, desert, water, ocean, trees, mountains, etc.). The generation should use this asset for rendering.