Edit of asset "Chunk Loader" Accepted

Old/Current New/Edit
Title Chunk Loader Chunk Loader
Description To support large game worlds without sacrificing performance, I developed a chunk loading system for my game and I want to share that technology with you.

As the player moves through the world, the system continuously determines which chunks should exist based on a configurable loading radius.

The chunk loader supports dynamic streaming of TileMapLayer tile data. When a chunk enters the active range, its tile data is loaded into the appropriate TileMapLayers. When a chunk leaves the active range, its tiles are removed from memory.

This allows the game to render only the terrain surrounding the player instead of loading the entire world at once. The result is significantly lower memory usage and improved performance, even with large open worlds

In addition to terrain streaming, the system supports loading and unloading scenes as resources. Each chunk contains references to scene resources representing world objects.

When a chunk becomes active, the associated scene resources are instantiated and added to the world. When the chunk is unloaded, those instances are automatically removed.

Because objects are stored as resource references rather than permanently existing in the scene tree, thousands of potential world objects can be managed while only a small subset remains active at any given time.
To support large game worlds without sacrificing performance, I developed a chunk loading system for my game and I want to share that technology with you.

As the player moves through the world, the system continuously determines which chunks should exist based on a configurable loading radius.

The chunk loader supports dynamic streaming of TileMapLayer tile data. When a chunk enters the active range, its tile data is loaded into the appropriate TileMapLayers. When a chunk leaves the active range, its tiles are removed from memory.

This allows the game to render only the terrain surrounding the player instead of loading the entire world at once. The result is significantly lower memory usage and improved performance, even with large open worlds

In addition to terrain streaming, the system supports loading and unloading scenes as resources. Each chunk contains references to scene resources representing world objects.

When a chunk becomes active, the associated scene resources are instantiated and added to the world. When the chunk is unloaded, those instances are automatically removed.

Because objects are stored as resource references rather than permanently existing in the scene tree, thousands of potential world objects can be managed while only a small subset remains active at any given time.
Category 2D Tools 2D Tools
License MIT MIT
Repository Provider GitHub GitHub
Repository Url https://github.com/LittleFernStudio/Chunk-Loader https://github.com/LittleFernStudio/Chunk-Loader
Issues Url https://github.com/LittleFernStudio/Chunk-Loader/issues https://github.com/LittleFernStudio/Chunk-Loader/issues
Godot version Godot 4.6 Godot 4.6
Version String 1.0.0 1.0.0
Download Commit cd871ed5b91ecf5081a8a2eb52a323b2e70ac61d cd871ed5b91ecf5081a8a2eb52a323b2e70ac61d
Download Url (Computed) https://github.com/LittleFernStudio/Chunk-Loader/archive/cd871ed5b91ecf5081a8a2eb52a323b2e70ac61d.zip https://github.com/LittleFernStudio/Chunk-Loader/archive/cd871ed5b91ecf5081a8a2eb52a323b2e70ac61d.zip
Icon Url https://raw.githubusercontent.com/LittleFernStudio/Chunk-Loader/refs/heads/main/icon.png
https://raw.githubusercontent.com/LittleFernStudio/Chunk-Loader/refs/heads/main/icon.png
Preview Insert
Type video
Image/Video URL https://www.youtube.com/watch?v=N8ON2qWSJjE
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