Skip to content

Instantly share code, notes, and snippets.

@fire
Last active June 23, 2023 15:46
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save fire/f1552f558b5376d2573435ca9e2968e0 to your computer and use it in GitHub Desktop.
Save fire/f1552f558b5376d2573435ca9e2968e0 to your computer and use it in GitHub Desktop.

Efficiently handling level/world partitioning in Godot Engine (ai assisted):

Here are the updated and consistently ranked definitions with the added point:

  1. Divide the Game World into Smaller Chunks: Split the game world into manageable sections, called cells or chunks, to improve performance and resource management.

  2. Add a "Use World Partition" Property to Node2D/Node3D: Create a property that allows you to specify whether an asset should be part of the world partition system or not.

  3. Map Assets' Global Positions to World Cells: Assign each asset to its corresponding world cell based on its global position within the game world.

  4. Load and Unload World Cells Based on Player Position: Dynamically load and unload world cells as the player moves through the game world to optimize performance and memory usage.

    4.1. Preload World Cells for Special Events: Load certain world cells ahead of time when needed for specific events or situations.

  5. Generate Top-Down Screenshots of World Cells: Create visual representations of each world cell to help with level design and debugging.

  6. Allow Users to Lock Cells for Editing: Provide a feature that enables locking specific world cells to prevent accidental changes during editing.

  7. Use ResourceLoader and ResourceSaver Classes for Loading and Unloading: Utilize these classes to manage the loading and unloading of world cells and their associated resources.

  8. Minimize Stuttering with Threads: Use multithreading to perform loading and unloading operations in the background, reducing stutter and improving overall performance.

  9. Apply Frustum Culling: Implement a technique that only renders objects within the camera's view frustum, further optimizing performance.

  10. Implement Occlusion Culling for 3D Games: Add another optimization technique that prevents rendering of objects hidden behind other objects, improving performance in 3D games.

  11. Option to Instance Assets Over Multiple Frames: Include an option to instance heavy assets over multiple frames, reducing stutter issues caused by the demanding first-time setup that a single frame cannot handle.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment