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Terrain Autotiler: An Algorithm for Accurate and Deterministic Terrain Tile Matching

Terrain Autotiler is a replacement terrain tile matching algorithm for Godot 4 that provides accurate and deterministic results for procedural generation and tile-based games. It is fully compatible with Godot 4 TileSets and brings back optional features from Godot 3, such as ignore bits and merging autotiles. This early testing release may have frequent updates and changes, so feedback and bug reports are appreciated. The algorithm offers a more accurate and deterministic terrain tile matching algorithm, is fully compatible with the Godot 4 terrains system, and includes features like corners and sides Full 256-tile mode, alternative terrains, custom primary peering terrains, and the ability to recalculate and update all terrain tiles in a TileMap layer. The Autotiler object in scripting allows easy access to terrain tile placement functions, such as set_cells_terrain_connect, set_cells_terrain_path, set_cells_terrains, and update_terrain_tiles. The editor plugin allows seamless toggling between Godot 4 and Terrain Autotiler painting tools, with features like real-time painting in a more accurate Draw mode, the ability to lock individual cells to prevent tile updates, error notifications for identifying issues, and a debug panel for troubleshooting and bug reports.