Terrain3D now supports TinyTerrains™️ in GodotEngine.
Here are 64m squares in 3x3 (192m^2). Very low ram/vram requirements and very fast.
Coming to nightly builds in a few days and in v0.9.3 in a few weeks.
Terrain3D for #Godot4 now supports terrains as small as 64x64m, and as large as 65.5x65.5km at full resolution.
🌐 GTA5: 9x12.6km (113.4km^2)
🌐 The Witcher 3: 8.13x8.13km (134km^2)
🌐 Terrain3D: 65.5x65.5km (4290.25km^2)
With vertex scaling you could reduce resolution for
Terrain3D now supports the Compatibility renderer (OpenGLES 3) in #GodotEngine 4.2 & 4.3 thanks to Xtarsia.
This enables support for older cards that don't support Vulkan.
On my GTX 3070 you can see it renders a bit brighter and at roughly half the speed of Vulkan.
WebGL/HTML
The next Terrain3D release will go out when we've finished the v0.9.3 tasks on our roadmap. After release, the repo will change to v1.0 and we'll drop support for #GodotEngine 4.2, the new minimum being 4.3.
New features I'd like to see in the v1.0 release are:
* Help built into
We just merged a major update to the Terrain3D instancer. Data is now divided into 32x32m cells, which means Godot Engine can more finely cull based on distance or occlusion.
You can change the viewable distance per mesh type. Cells will pop in and out, but you can enable
Terrain3D v0.9.3 has been released with over 200 updates!
A new tutorial video will come out this week, along with more announcements. See 🧵 for feature highlights and links.
Cover art made in Terrain3D by FR3NKD .
Terrain3D 0.9.3a was released with a few fixes for the spray tool blending, compatibility renderer, Terrain3DObjects undo, and it reduces default MMI visibility range to 64m for better performance.
Pic 1: 8 textures in the area.
Pic 2: 5 rocky dirt textures painted like a pie
A new Terrain3D tutorial video just dropped. Covers new features like the instancer, changing region sizes, usable detiling, slope filter, alpha stamping and more! #GodotEngine
Terrain3D default shader with all bells and whistles, used to do 24 texture reads per fragment. A few branches later..
texture lookups:
blue: 2
green: 4
yellow: 8
red: 16
purple: 24
Dynamic Collision has been merged into Terrain3D:
* Generates collision only around the camera, with variable block size and range.
* For 8k+ terrains, saves many GBs of memory, and dramatically decreases load times.
* Can be updated at 60+fps, meaning real-time terrain
The Terrain3D Instancer now supports Levels of Detail (LODs) for greater performance in #GodotEngine.
Your assets can have up to 10 LODs, though no more than 4 is recommended. The example has different colors and shapes to show the transitions, but normally your LODs will look
Terrain3D 1.0 has been released! Fully supporting #GodotEngine 4.4. We've reached "production ready" after 10 public releases over 1.5 years, with the help of over 30 contributors. This release comes with new features like... 🧵
Terrain3D v1.0.1 has been released.
This is a maintenance release supporting Godot 4.4.
There are a few new features including:
* An example particle shader for grass
* Contour lines
* Hotkeys for tools
* A new Jaggedness debug view for sharp points
* And lots of fixes