This article presents a study of graphic object generation methods in the Godot game engine using parallel computing. The main focus is on the efficient use of computational resources to improve the performance of graphic content generation in dynamic game environments. The research conducted a detailed analysis of four main categories of graphic object generation algorithms actively used in the Godot Engine ecosystem: noise-based algorithms (Perlin, OpenSimplex), which are used to create natural landscapes and textures; cellular automata, which allow modeling organic structures; Wave Function Collapse (WFC), which is used to generate structured levels with connection rules; and L-systems, which are effectively used to generate fractal structures, particularly vegetation. For each type of algorithm, the potential for parallelization and factors limiting their efficiency on multi-core systems were determined. The problem identified during the analysis is the presence of a significant proportion of sequential computations in generation algorithms, which, according to Amdahl's Law, substantially limits the maximum possible speedup even when increasing the number of computational cores
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