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Valve's Hammer editor has an interesting take on heightmaps called "displacements" that might be relevant here. In Hammer, heightmaps can be assigned to arbitrary quads, not just square or rectangular or axis-aligned ones, and vertices can be displaced in arbitrary directions, not just perpendicular from the quad, so you can (when necessary) model almost arbitrary terrain shapes purely in-editor without requiring special support for remeshing or overhangs or holes or anything. This is more powerful than naive up-axis-only heightmap systems, and can be used for arbitrary rapid art prototyping tasks, not just terrain. (Displacements were referenced in other proposals like #1367; I'm just bringing the note here as well, that there are heightmap-like terrain systems that are similarly powerful to smooth voxels.) |
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I'm sorry I thought Zylann's plugin already supported loading chunks and subdividing them in real time? |
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IMO what Godot needs right now is a built-in workflow solution for level design.
(the context of the whole post suggests me that it is focused on 3D, but keep in mind that 2D games can also benefit from height-maps; isometric and maybe others) Here some ideas:1. World OrganizationA) grid-based → a Node that hold a Tree of 3D matrices, it would be handy to handle large worlds. i.e: the highest level being 3x3 organizing the whole world, global stuff, etc; [notice that the way the world splits also involves game-logic, it could enforce good practices and well tested solutions] B) sector-based → a Node that would hold an irregular set of Problems with world chunks:
Other capabilities:
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Godot has one of the best an easy to use tile map editors for 2d games, but a lot of 3d tools like height-map terrain editor is lacking. There's already Godot proposal regarding the topic opened here: #445.
I've decided to open this discussion thread because there were none so far, and I would like to read opinions of developers and users regarding this proposal.
IMO, built-in, preferably optimized for general use height-map terrain editor can have a lot of uses not just for specific and niche games, levels for games of a lot of different genres, but also for 3d artists for architecture visualization and many other industrial applications. There are several plugins being maintained or written by the community for terrain creation both voxel-based and heightmap terrain. This topic is devoted only to the discussion of heightmap terrain editor not voxel terrain editors.
With that being said, as of now, there's Zyllan's heightmap terrain plugin for godot ready and available for users to be used with Godot 3.x versions.
This plugin is really helpful and supports a lot of formats for export, but is written entirely in GDScript and has certain functionality limitations. As we will witness the release of Godot 4.0 and further iterations of this wonderful engine, the question arises - Can we ever see in-engine implementation of a built-in height-map terrain editor in Godot with some basic functionalities?
Functionalities of a heightmap terrain nodes could include:
Maybe in future such system could also have an inbuilt functionality that would make sure that engine preloads and unloads parts of the terrain and mesh-instances placed on it automatically based on the camera\specific node position without the necessity of every user to manually write it's own systems.
With that being said, I would like to open this discussion topic here and hear every opinion, feedback, thoughts on the matter.
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