Streaming And Procgen
Level Streaming / LOD
GridMap Chunking
# level_streamer.gd - Load/unload GridMap chunks based on player position
extends Node3D
@export var chunk_size := 32 # Grid cells per chunk
@export var load_radius := 2 # Chunks to keep loaded
var loaded_chunks := {} # Vector2i → GridMap
func _process(delta: float) -> void:
var player_pos := get_player_position()
var player_chunk := Vector2i(
int(player_pos.x / (chunk_size * cell_size.x)),
int(player_pos.z / (chunk_size * cell_size.z))
)
# Load nearby chunks
for x in range(-load_radius, load_radius + 1):
for z in range(-load_radius, load_radius + 1):
var chunk_coord := player_chunk + Vector2i(x, z)
if chunk_coord not in loaded_chunks:
load_chunk(chunk_coord)
# Unload distant chunks
for chunk_coord in loaded_chunks.keys():
var dist := chunk_coord.distance_to(player_chunk)
if dist > load_radius:
unload_chunk(chunk_coord)
func load_chunk(coord: Vector2i) -> void:
var gridmap := GridMap.new()
gridmap.mesh_library = preload("res://library.tres")
add_child(gridmap)
loaded_chunks[coord] = gridmap
# TODO: Load chunk data from file/database
# gridmap.set_cell_item(...)
func unload_chunk(coord: Vector2i) -> void:
var gridmap: GridMap = loaded_chunks[coord]
gridmap.queue_free()
loaded_chunks.erase(coord)Procedural Generation
Random Dungeon with GridMap
# dungeon_generator.gd
extends GridMap
enum Tile { FLOOR, WALL, DOOR }
func generate_room(pos: Vector3i, size: Vector3i) -> void:
# Fill with floor
for x in range(size.x):
for z in range(size.z):
set_cell_item(pos + Vector3i(x, 0, z), Tile.FLOOR)
# Add walls
for x in range(size.x):
set_cell_item(pos + Vector3i(x, 0, 0), Tile.WALL) # North
set_cell_item(pos + Vector3i(x, 0, size.z - 1), Tile.WALL) # South
for z in range(size.z):
set_cell_item(pos + Vector3i(0, 0, z), Tile.WALL) # West
set_cell_item(pos + Vector3i(size.x - 1, 0, z), Tile.WALL) # East
func _ready() -> void:
generate_room(Vector3i(0, 0, 0), Vector3i(10, 1, 10))Expert Pattern: World-Streaming-Queue (Stutter-Free Loading)
To prevent frame-spikes when moving between level chunks, use ResourceLoader background threads.
class_name WorldStreamer extends Node
var load_queue: Array[String] = []
func request_chunk(path: String) -> void:
# Begin background thread request
var err = ResourceLoader.load_threaded_request(path)
if err == OK:
load_queue.append(path)
func _process(_delta: float) -> void:
for i in range(load_queue.size() - 1, -1, -1):
var path = load_queue[i]
var status = ResourceLoader.load_threaded_get_status(path)
if status == ResourceLoader.THREAD_LOAD_LOADED:
# Resource ready! Instantiate and add to scene
var chunk: PackedScene = ResourceLoader.load_threaded_get(path)
add_child(chunk.instantiate())
load_queue.remove_at(i)