this post was submitted on 08 Jul 2026
10 points (100.0% liked)

Godot

7727 readers
16 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 3 years ago
MODERATORS
 

I'm making a game where the player moves through an endless scrolling 2D world. Currently, I want the terrain to represent a sine wave, as shown in the provided illustration.

How should I setup my terrain scene to generate this terrain with collision? Or should the terrain generation be in the main game scene? If the later, what node structure should I use for my terrain?

you are viewing a single comment's thread
view the rest of the comments
[–] Luccus@feddit.org 4 points 12 hours ago

I'd probably try to do this programatically. A collisionshape/-volume that's calculated on-CPU and a small shader reimplementing the same shape / sine wave just visually on the GPU.

This should work if:

  • the algorythm is not too complex/heavy
  • you don't want to hand-place objects
  • you like working with fractals and similar math

You can also adopt the wandering clipmap solution, if the terrain will not be convex.