1000km square Terrain Godot

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  • Опубликовано: 20 янв 2025

Комментарии • 33

  • @RyanPowell-t8s
    @RyanPowell-t8s Год назад +1

    This looks great! I'm working on implementing terrain into my 3D godot game now, still in very early stages, would be happy to be a tester!

  • @solitary200
    @solitary200 Год назад +3

    Thanks for sharing! Looking forward to what’s coming next!

  • @mvolkankarakas
    @mvolkankarakas Год назад +1

    ... contents you create are avesome.... 🥰

  • @adrinuk_gamedev
    @adrinuk_gamedev Год назад +1

    Amazing! :D Looking forward to the plugin!!!!!!!!!

  • @giggio1747
    @giggio1747 Год назад +2

    Lovely! I’d love to be a tester of this plug-in if you need one! Nice job

  • @mo4azz
    @mo4azz Год назад +1

    Impressive optimization, amazing job❤

  • @godofdream9112
    @godofdream9112 Год назад +1

    i would love to see the code / plug and can i sculpt the terrain or add my own terrain hightmap generated from blender..

  • @vvvorlds
    @vvvorlds Год назад +1

    Very nice! 👍

  • @aquietmonk
    @aquietmonk Год назад +2

    This is really good work, thanks for sharing. I do have a question - how will collisions factor in, are collision shapes also generated with the mesh?

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      After I make sure this will work, and get good feed back, I will think about collision

    • @aquietmonk
      @aquietmonk Год назад +1

      @@mohsenzare2511 Makes sense, thank you for replying; I'd be happy to be a Beta tester if you need that - I have a project in development that this could fit well with so I'd be able to give some pratical use cases. I know you mentioned this in the video and your previous video but easy texturing and collisions would be the key for me (no pressure just some early feedback).

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      @@aquietmonk I would love that some use this and make something with that if this will work

    • @aquietmonk
      @aquietmonk Год назад

      @@mohsenzare2511 Fantastic, I'm looking forward to trying it out - the project I'm working on is a real-world semi-turn based modern military game (set on an Asian island) and I have been hand crafting maps, which is very tine consuming and makes the maps (levels) too rigid. I was experimenting with procedural generation for replayability and time but I haven't settled on the best approach yet - I think your landscape will fit quite well.

  • @AgnisNeZvers
    @AgnisNeZvers Год назад +4

    I'm impressed with the chunk partitioning. Did you notice a need for it? I haven't dealt with big 3D worlds to know.

    • @mohsenzare2511
      @mohsenzare2511  Год назад +2

      Thanks Agnis
      Godot lack a good terrain system, and this is just a test

    • @AgnisNeZvers
      @AgnisNeZvers Год назад +1

      @@mohsenzare2511 I meant for partitioning, how you put smaller 3 and 4 to fill the gaps instead of doing a more uniform approach to divide LOD.

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      I can not explain that in this comment section
      I will create another video and I will explain that more in depth

  • @julesvernhelm8319
    @julesvernhelm8319 21 день назад

    🔥🔥

  • @drinkwwwaterrr
    @drinkwwwaterrr Год назад +8

    This is amazing! Will you ever release the code?

  • @dorkyface
    @dorkyface Год назад +1

    Incredible work. Does it have collisions?

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      After I make sure this will work, and get good feed back, I will think about collision

  • @sanyi9667
    @sanyi9667 Год назад

    from my limited knowledge I understood zillan did not make another plugin because it is currently impossible to paint accurately on maps. Will your plugin give this option to the user?

  • @trays1377
    @trays1377 Год назад +1

    did you invent lod?!

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      No, I did not :) :)

    • @vvvorlds
      @vvvorlds Год назад +2

      He doesn’t even understand what you did. Do you deal with the boarding mesh connections? ❤
      Maybe it’s not important because it’s to far away, same to collisions.
      Imagine a glitch for fast traveling.

    • @mohsenzare2511
      @mohsenzare2511  Год назад +1

      I did not think about collision yet
      I will make a video and I will explain more in depth about the algorithm behind this