# godot-procedural-generation **Repository Path**: wangshui123/godot-procedural-generation ## Basic Information - **Project Name**: godot-procedural-generation - **Description**: No description available - **Primary Language**: Unknown - **License**: CC-BY-4.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-06-13 - **Last Updated**: 2024-11-18 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Godot Procedural Generation ![project banner](./images/pcg-secrets.png) Godot PCG (Procedural Content Generation) is a project to build a series of algorithms and demos to learn about procedural generation. The algorithms are from our course [Godot PCG Secrets](https://gdquest.mavenseed.com/courses/pcg-secrets-the-art-of-procedural-generation-in-godot). ➡ Follow us on [Twitter](https://twitter.com/NathanGDQuest) and [YouTube](https://www.youtube.com/c/gdquest/) for free game creation tutorials, tips, and news! Get one of our [Godot game creation courses](https://gdquest.mavenseed.com/) to support our work on Free Software. ![Screenshot of a level generated by the Random walker algorithm](./images/random-walker-2.png) ## Available demos ### RandomWalker This is an algorithm as seen in Spelunky. This algorithm uses a node that walks randomly on a grid, places hand-designed level chunks, and randomizes them to generate unique levels. ![Level generated by the Random walker algorithm](./images/random-walker-1.png) ### WorldMap This project demonstrates a technique for generating world map with biomes and rivers, heavily relying on shaders. It's inspired by [Procedurally Generated Wrapping World Maps in Unity C#](http://www.jgallant.com/procedurally-generating-wrapping-world-maps-in-unity-csharp-part-1/) although it uses a completely different implementation. ![Generated world map](./images/world-map.png) ## How to use Clone the repository. Each demo is in a separate directory. In the demos, where relevant, we use a timer to show you the content generation steps, as the final level would otherwise appear instantly. Doing so helps to visualize and debug algorithms. Remove that timer code for the algorithm to run at full speed. ## Contributing Contributors are welcome! If you encounter a bug, please [open an issue](https://github.com/GDQuest/godot-game-harvester/issues/new). If you want to contribute to the project, for instance by fixing a bug or adding a feature, check out our: 1. [Contributor guidelines](https://www.gdquest.com/docs/guidelines/contributing-to/gdquest-projects/). 1. [GDScript style guide](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/) ## Licenses This project is dual-licensed: - The source code is available under the MIT license. - Art assets (images, audio files) are [CC-By 4.0](https://creativecommons.org/licenses/by/4.0/). You can attribute them to `GDQuest and contributors (https://www.gdquest.com/)`.