Simple Map Generator in Godot (C#)

I ported my old map generator from unity to Godot long ago, but just recently decided to bring it over to godot w/ C#.  Much of the old Unity inmplementation is tied to the UI I was using for graphs (XNode), so its not quite a simple copy + paste from the Unity Repo to the new godot C#.

The Generator itself is bit odd - it works effectively like a node-based shader editor would.  its not very quick at all, but my current usecase is fairly tiny maps (64*64) so I'm fine with it.  Writing it in C# also means I'll be able to make good use of async/await later on if needed, alongside several other language features I can use if speed becomess critical.

Ultimately, the generator works in a very simple, dumb way that makes it easy to prototype maps.  If its performance becomes truly problematic, I can harden the map generators to account for that as needed.

Although its far from optimized (both runtime and tool usage), but I wanted to post a walk through of a simple map I've built.

This article was updated on