GitHub
https://github.com/hamsterbyte/CSharp...
0:00 Intro
0:27 Syllabus
3:02 Setup and Noise Generation
13:49 Smoothing The Noise
21:50 Cleaning Up Regions
35:11 Custom Tooling Explanation
38:32 Implementing Tilemap Rules
48:57 Input Detection and Runtime Modification
1:10:29 Adding Seed Logic
In this full lesson, we'll be creating a procedurally generated tilemap in Godot using C#.
If you're interested in learning how to create procedurally generated tilemaps in Godot, and how to let the player modifty those tilemaps at runtime, then check out this full lesson! With this lesson, you'll be able to create a procedurally generated terraria inspired tilemap. By the end of the lesson, you'll know everything you need to create dynamic, procedurally generated tilemaps! The tilemaps we will be generating are specific to side scrolling games, but the information here can be adapted for a top down implementation as well. If you are a Unity refugee who is interested in Godot, this lesson is a great starting point to begin your transition and should provide some assurance that all that time you spent learning C# isn't wasted if you decide to make a switch.