@@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 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.
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?
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.
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!
Thanks for sharing! Looking forward to what’s coming next!
Your welcome
... contents you create are avesome.... 🥰
Thank you
Amazing! :D Looking forward to the plugin!!!!!!!!!
Yeah off course
Lovely! I’d love to be a tester of this plug-in if you need one! Nice job
Thanks Giggio
Impressive optimization, amazing job❤
Glad you like it!
i would love to see the code / plug and can i sculpt the terrain or add my own terrain hightmap generated from blender..
I will publish that after a little clean up
Very nice! 👍
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?
After I make sure this will work, and get good feed back, I will think about collision
@@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).
@@aquietmonk I would love that some use this and make something with that if this will work
@@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.
I'm impressed with the chunk partitioning. Did you notice a need for it? I haven't dealt with big 3D worlds to know.
Thanks Agnis
Godot lack a good terrain system, and this is just a test
@@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.
I can not explain that in this comment section
I will create another video and I will explain that more in depth
🔥🔥
This is amazing! Will you ever release the code?
Yes I will publish that
Incredible work. Does it have collisions?
After I make sure this will work, and get good feed back, I will think about collision
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?
did you invent lod?!
No, I did not :) :)
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.
I did not think about collision yet
I will make a video and I will explain more in depth about the algorithm behind this