Insane Huge Terrain 10,000 square km - Godot engine

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  • Опубликовано: 8 сен 2024
  • And now we have no limitation for RAM memory usage for create our Terrain for open world games
    M Terrain Plugin on Github:
    github.com/moh...
    Wiki page:
    github.com/moh...
    Discord:
    / discord
    Terrain progress play list:
    • Open World Terrain cre...
    Patreon:
    patreon.com/mo...

Комментарии • 54

  • @bertilorickardspelar
    @bertilorickardspelar 8 месяцев назад +23

    You are doing amazing work! Looking forward to where this is leading. I understand how much work this is, thank you!

  • @jorickbihary8461
    @jorickbihary8461 8 месяцев назад +14

    This is incredible, You are by yourself bringing the engine to a new stage

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +4

      Thanks for the awesome feedback!

  • @tommyjohnson9176
    @tommyjohnson9176 8 месяцев назад +4

    Whoa.. looks insane. Great work! Going to play around with this later on.

  • @DarksiderDarmoset
    @DarksiderDarmoset 8 месяцев назад +3

    Awesome job! I'll definitely try it out!

  • @user-zd1jb1nu5z
    @user-zd1jb1nu5z 8 месяцев назад +4

    Also, just very impressive work. And great, well explained videos

  • @shadow_of_the_spirit
    @shadow_of_the_spirit 8 месяцев назад +2

    So cool. thanks for motivating me to keep making stuff.

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +2

      Thanks for the awesome feedback!

  • @kmylleimer294
    @kmylleimer294 8 месяцев назад +4

    this looks sick 🗿

  • @drinkwwwaterrr
    @drinkwwwaterrr 8 месяцев назад +3

    This is insane!

  • @moe__dev
    @moe__dev 8 месяцев назад +3

    That's sooo good!

  • @firerunnew
    @firerunnew 7 месяцев назад

    The best landscape plugin!
    I would also make a dynamic change using code to generate the map

  • @svatlin
    @svatlin 8 месяцев назад +2

    Mohsen это невероятная работа 👍

  • @EeVeE3D
    @EeVeE3D 8 месяцев назад +2

    great work

  • @DeznekCZ
    @DeznekCZ 7 месяцев назад

    "Read the code completely to your head and then try to get an idea, what happened."
    You are taking it from my head. I say that every time, I explain something programmed to others 🙂
    I work normally with Regex, Big Data extracting, language parsers and that is a big chunks to calculate too 😉🙃

  • @USBEN.
    @USBEN. 8 месяцев назад +1

    Time to make our own Star citizen.

  • @chimeforest
    @chimeforest 7 месяцев назад +2

    This is very cool =]

  • @GGodis
    @GGodis 8 месяцев назад +2

    Regarding the 5:21 and the precision loss issues - maybe it would be possible to improve this by adding a so called "floating origin" or "origin shiffting" technique?

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад

      Yeah I know what you are saying also possible, But if double precision works, why not use that! in case double precision will decrease a lot performance, yes your method is also can be done!

    • @GGodis
      @GGodis 8 месяцев назад

      @@mohsenzare2511 For double precision technique to be suitable, we would need the physics engine to be compiled with double precision too. Apart from additional memory and performance cost, what about the rendering artifacts? How does it affect the skeletal animation of the player when the player is far away from the origin, does it start to shiver a bit?

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +2

      @@GGodis To be honest I did not work with double precision too much, and I just create this world for testing. in my case I could not notice any problem for animation, I had a 100km X 100 km Terrain, I put that in middle and I could go as far as 50,000 meter far from center in each direction, and the most obvious problem was physics.
      Also the seems between terrain regions on some part where noticeable which was not good, I think due to low accuracy of floating point the vertices where not placed in their exact places!
      And for double precision you need to compile the entire engine by yourself, also you need to compile export template by yourself, and as you do that the entire engine include the physics system will be double precision
      Same for M Terrain plugin you need to compile that with double precision

  • @void9853
    @void9853 8 месяцев назад +3

    Cool! Instead of double precision, wouldn't it be easier to offset the coordinates of the start of the world (root node with player and landscape) to zero when they are 4+ km away? With FXAA the offset would be imperceptible.

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +1

      That is also possible to do, But you need to offset everything else also beside terrain!
      But in my opinion if double precision works, why not use that!
      I will use your method if using double precision make a heavy impact on game performance, on that case it worse to do your method

  • @chucksneedmoreland
    @chucksneedmoreland 8 месяцев назад +1

    could a moving origin approach solve the physics issue?

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад

      Yeah that is also can be done, But if double precision works why not use that, in case double precision has much lower performance yeah we can move the origin

    • @chucksneedmoreland
      @chucksneedmoreland 8 месяцев назад +1

      @@mohsenzare2511 would the increased precision for physics lead to increased overhead?

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад

      @@chucksneedmoreland using Godot double precision is not without any cost, But I don't think it will be too much.
      The main difference between double precision and single precision is that, single precision use c++ float type for positioning everything in the world, which is 4 bytes, BUT double precision use c++ double type which is 8 byte for positioning everything in the world!
      Everything else is same
      This mean if you have a vector3 in single-precision it take 12 bytes on other hand same vector3 will take 24 bytes in double precision

  • @user-zd1jb1nu5z
    @user-zd1jb1nu5z 8 месяцев назад

    For someone like me, who’s just been leaning game dev in 2D, but is interested in doing 3D later on,
    how customisable is the terrain, for a developer who might want to use this plugin, but create their own unique visual style for their game?

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +1

      I made a lot of other videos about how to use this terrain on my channel, I don't you saw them or not, But I tried to make this terrain system as flexible as possible, in this plugin you should write the terrain shader by yourself which can be for some difficult as other terrains plugins provide a ready shader for you, But I think that's what makes each terrain special.
      There are many aspect to this terrain which I can not explain all of them in this comment, But I suggest you to watch my other videos which I explain about how to use this terrain plugin!

    • @user-zd1jb1nu5z
      @user-zd1jb1nu5z 7 месяцев назад

      Thank you for your explanation. I’m Really glad to find out how flexible it is :)

  • @Connor_Sherlock
    @Connor_Sherlock 7 месяцев назад +1

    very cool! too bad the 100kmx100km is not actually very feasible for a game :p

    • @mohsenzare2511
      @mohsenzare2511  7 месяцев назад

      recently I added a data compression system to terrain, And obviously you can design this much terrain by hand, but if make some procedural tool you can do it

    • @ninjafruitchilled
      @ninjafruitchilled 21 день назад

      Sure it is, you just gotta design the game appropriately. E.g. you probably need some vehicles etc. to get around faster.

  • @kylenorthstarch.9029
    @kylenorthstarch.9029 6 месяцев назад +1

    It's already better than forspoken

  • @Boildroid
    @Boildroid 8 месяцев назад +3

    Thanks for your work. Happy new year.

    • @mohsenzare2511
      @mohsenzare2511  8 месяцев назад +1

      Thanks, happy new year also to you!

  • @apoorvpandey3D
    @apoorvpandey3D 8 месяцев назад +2

    awesome work!