Make Bigger Terrain With The ZONES! - TerraBrush DevLog

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  • Опубликовано: 19 янв 2025

Комментарии • 42

  • @msd-x990
    @msd-x990 11 месяцев назад +5

    Very smart way to fix the issue! I can't wait for all the LARGE terrains people will be creating with this tool. You should ask the community to share their experience with you and share it with us in a future video!!

    • @spimortdev
      @spimortdev  11 месяцев назад

      I totally agree with that! Thank you so much 😍

  • @ScumlordStudio
    @ScumlordStudio 11 месяцев назад +1

    Dude this is amazing!!! I love this tool. Subscribed instantly

  • @klaatubarada6200
    @klaatubarada6200 11 месяцев назад +1

    Man, thank you for sharing this tool! Awesome!

    • @spimortdev
      @spimortdev  11 месяцев назад

      I'm so glad you like it 😎

  • @my2cents795
    @my2cents795 11 месяцев назад +4

    Awesome progress. Since you are looking into performance, any chance you'll implement an optimized collision shape creation algorithm ?. Maybe one that will have half the the resolution of the mesh ? so instead of having every mesh cell be equivalent to 1 collisionshape cell, it could be 4 mesh cells for 1 collision shape cell. I think that will help a lot for people who have relatively big maps and use a lot physics with the terrain or use navigation mesh baking from collision shape frequently at run time. Either way, great job and all the best for you and for this amazing tool.

    • @spimortdev
      @spimortdev  11 месяцев назад +3

      Thank you! 😎
      I totally agree with you, it would be awesome to have an optimized collision!
      I will have to do some research about this but I think it would be fun.
      If I can, I will (and make a devlog about it 🙂)

  • @Kio_Kurashi
    @Kio_Kurashi 11 месяцев назад +2

    Nice, and you can always use these zoness for culling too! (The term "Chunking" is the more industry standard usage, iirc.)

  • @quadzers5703
    @quadzers5703 11 месяцев назад

    I've only been using it for 5 minutes but I'm in love. keep up the good work!

    • @spimortdev
      @spimortdev  11 месяцев назад

      I'm so glad you love it!
      I've also been adding some new features since this video came out so make sur you stay updated (like this one for example : twitter.com/spimortdev/status/1759092837142970830 )!

  • @rerere1569
    @rerere1569 9 месяцев назад

    Thank you very much for your contribution into godot specific tools, it was exactly what I was looking for

    • @spimortdev
      @spimortdev  9 месяцев назад

      That's awesome, I'm glad you like it 😎!

  • @Marco-L
    @Marco-L 11 месяцев назад

    I love it 🤩 Thank you for your constant updates and keeping us informed so well 😁

    • @spimortdev
      @spimortdev  11 месяцев назад

      Awesome, I'm glad you like it! 😎

  • @BranikWolfe
    @BranikWolfe 3 месяца назад

    I absolutely love this!

    • @spimortdev
      @spimortdev  3 месяца назад

      Thank you so much 🤩!

  • @martin_metal_8884
    @martin_metal_8884 11 месяцев назад +1

    First! and Spimort is the cutest dog daddy :)

  • @fabianorue1656
    @fabianorue1656 Месяц назад

    you made a very good joob with this tool! congratulations!! i have a question: is there a way to place scenes like houses (scenes that not are objects to be scattered or multimeshes, they are individual things) in a way the map loads them when a terrain chunk loads? i found a way to know in wich chunk we are (camera) and that would help to load by my self scenes belonging to that chunk, but i would like to know if there is a built in way to do it, Thanks in advance!

    • @spimortdev
      @spimortdev  Месяц назад

      I answered on twitter but I'll answer it here as well 🙂
      The thing with your question is that "chunks" are not really loaded dynamically. It's a clipmap, so the terrain is sent to the shader all the time, but when it goes too far from the center, there are just no polygon being displayed.
      So there is no way really to identify if "chunks" are being displayed since they are not really chunks.
      One thing I could do, is to add an event when I move the clipmap, which occures only when the camera moves a certain distance. Would that help?
      For the floating point, I've done nothing special for this, so I guess it could be problem if you have a too large terrain.
      Let me know, I hope this helps! :)

  • @AboElmdameed
    @AboElmdameed 11 месяцев назад +1

    Can you make tutorial about how did you use dark rift 2 with godot

    • @spimortdev
      @spimortdev  10 месяцев назад +1

      Maybe not a tutorial since this is not the solution I went with but I'd be happy to share with you how I did it 🙂
      Maybe we can discuss over discord about it? (The link to my server is in my bio).
      Let me know what you think 🙂!

    • @AboElmdameed
      @AboElmdameed 10 месяцев назад

      @@spimortdev Yeah Sure, but if is not the best solution you can tell us about ho did you make your own network library

  • @MirazhStyle
    @MirazhStyle 10 месяцев назад

    Hello! Great Plugin! Does it support runtime terrian deformation?

    • @spimortdev
      @spimortdev  10 месяцев назад

      Thank you! 😎
      Well, yes and no.
      The snow and the water support to have deformation at runtime, but the terrain itself no.
      But, sky is the limit right 😁. Maybe in the future!

  • @john792A2
    @john792A2 11 месяцев назад

    Love it!

  • @PixieCowboy
    @PixieCowboy 2 месяца назад

    How well does it work with modular towns?

    • @spimortdev
      @spimortdev  2 месяца назад

      Your towns are different assets? You can use your models on the map, it's up to you to place them 🙂

  • @n41sd
    @n41sd 11 месяцев назад

    Nice!!! Any plans for path modifier?

    • @spimortdev
      @spimortdev  11 месяцев назад +1

      Thank you! 😎
      Can you elaborate on the "path modifier", I'm not quite sure I understand what you mean 🙂

    • @n41sd
      @n41sd 11 месяцев назад

      @@spimortdev in Unreal there is a modifier where you place a curve on the terrain and modify it with that, adding width for example to blend the position of the path with the terrain. This is very useful to use, for example, on a racing track, extruding a track over the terrain, and the terrain follows the shape more smoothly.

    • @spimortdev
      @spimortdev  11 месяцев назад +2

      @@n41sd That sounds super interesting! I'll think about it 🙂

  • @JoachimGames
    @JoachimGames 8 месяцев назад

    unable to install on godot 4.2.1 stable (not the mono one)

    • @spimortdev
      @spimortdev  8 месяцев назад +1

      You're gonna need to run Godot mono in order to make it work, since the plugin has been made in C# 🙂

  • @cjdaylight3407
    @cjdaylight3407 10 месяцев назад

    Can you support godot 3.5 gles 2.0 for mobile games. you know many pepole makes games for mobile

    • @spimortdev
      @spimortdev  10 месяцев назад

      This would be very difficult to do sadly, since the overall api of Godot has changed quite a lot since 3.5 😔

    • @cjdaylight3407
      @cjdaylight3407 10 месяцев назад

      @@spimortdev no Problem I realized Compability mode right now fastest render right now My game Became 2x Faster since it is mobile game it is to good for me thanks for response by the way

  • @penguinmilkstudios
    @penguinmilkstudios 11 месяцев назад

    Elite!