Procedural Tilemaps in Godot: Generate Worlds with Code

Posted by Gemma Ellison
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July 15, 2025

Don’t waste time hand-placing every tile in your Godot game! Embrace the power of procedural generation and watch your world build itself. We’re diving headfirst into creating tilemaps that evolve organically, offering endless possibilities with minimal effort. Forget tedious level design – let’s code some terrain!

Setting Up Your Tilemap Foundation

First, we need a solid base. In your Godot scene, create a TileMap node. This node is the heart of our procedural world. Think of it as a canvas where our algorithm will paint the landscape.

A crucial step often overlooked is setting up your tileset. Create a new TileSet resource. Drag and drop your tile images into the tileset. Godot’s tile system can be a bit finicky. A common pitfall is incorrect tile sizing. Ensure your tile images are consistently sized and that the cell size in the TileMap node’s properties matches. A 16x16 or 32x32 grid is common.

Random Data: The Seed of Creation

Now for the magic: generating the data that dictates our terrain. We’re using Perlin noise, a classic algorithm for creating smooth, natural-looking variations. Create a new GDScript script and attach it to a Node2D. Add the following code to start:

extends Node2D

export var map_width = 64
export var map_height = 64
export var tile_size = 16
export var noise_scale = 0.1 # Adjust for terrain chunkiness
export var seed = 0

onready var tilemap = $TileMap  # Assuming your TileMap is a direct child

func _ready():
    seed = randi() # Assign a random seed on game start
    generate_map()

func generate_map():
    var noise = FastNoiseLite.new()
    noise.seed = seed # set the seed to the generated seed
    noise.frequency = noise_scale

    for x in map_width:
        for y in map_height:
            var noise_value = noise.get_noise_2d(x, y)
            # Scale noise_value to a usable range (0-1)
            noise_value = remap(noise_value, -1, 1, 0, 1)

            var tile_id = determine_tile(noise_value) # Select the right tile based on noise
            tilemap.set_cell(x, y, tile_id)

What’s happening here? We are creating a seed that we will reuse when generating new random values. This allows us to reproduce terrain with the same seed if we desire, and also lets us tweak the noise data for differing results. Noise will always be in the range -1 to 1. We must remap it to the range of 0 to 1 for usage.

From Noise to Tiles: Interpreting the Data

The determine_tile() function is where the real terrain definition happens. Based on the noise_value, we assign a specific tile. Here’s a simplified example:

func determine_tile(noise_value):
    if noise_value < 0.4:
        return 0 # Water
    elif noise_value < 0.6:
        return 1 # Sand
    elif noise_value < 0.8:
        return 2 # Grass
    else:
        return 3 # Stone

This is a basic example. Experiment with different thresholds and tile IDs to create diverse landscapes. Consider using multiple noise layers with different scales to create more complex terrain features, like mountains or caves.

Populating the Tilemap: Bringing It to Life

The tilemap.set_cell(x, y, tile_id) line is the key to placing tiles. It sets the tile at the given coordinates to the specified tile ID. The tile ID corresponds to the order of tiles in your tileset (starting from 0). Ensure that your tile IDs match the tiles you’ve added to your TileSet. An off-by-one error here is a very common source of bugs.

Common Pitfalls and Solutions

One common issue is “seams” – noticeable lines between tile chunks when generating larger maps. Increasing the noise_scale can smooth these out. Additionally, implement edge blending techniques, where the tiles at the edges of chunks are chosen based on the neighboring chunk’s tiles.

Another challenge is performance. Generating large tilemaps can be slow. Consider generating the map in smaller chunks and using threads to parallelize the process. Godot’s Thread class can be used for this purpose.

Beyond the Basics: Taking It Further

This is just the beginning. Explore other noise algorithms like Simplex noise or Worley noise for different terrain styles. Implement biomes with different tile distributions based on region. Add features like rivers, lakes, and mountains. The possibilities are endless!

Remember that procedural generation is an iterative process. Experiment, tweak parameters, and refine your algorithms to achieve the desired look and feel. Don’t be afraid to break things and learn from your mistakes. The most rewarding part is seeing your world come to life with code.