Thank you very much for making it available to the public - it is super helpful 🤗 The only issue for me was that I want to use it for a large terrain - and now you've addressed this problem 😁
This is amazing, one of the best Godot dev content on RU-vid, I've been also looking into your multiplayer game devlog and I'm really impressed, how you created your own networking solution from scratch is a work of art, do you have any plans to release your networking solution as an addon or make a tutorial about it?
Hey thank you so much! I'm really happy you enjoy my content 🤩! Maybe after I release my game I'll think about either releasing a tutorial about networking or releasing an add-on, we'll see. Networking is definitely something challenging so if I can help, why not 🙂
Great video spimort, Just one thing that you can make terrain mesh in blender which even between LOD vertices will match, There are some method to do that, Also make sure to disable Godot LOD for your mesh when importing that
Hey thank you, I'm glad you like it! 😊 I thought about making the mesh in blender several times but at the same time, I really wanted to have a LOD system that is configurable. The goal is to be able to adapt to several situations (and or maybe devices, if someone wants to go that far). For example, when you have smaller maps, you might not need the same number of levels as in a bigger map. I could not have done that with a premade mesh (unless I create several ones but that's hard to have all the different lod versions). Or, maybe you want to reduce the LOD for older computer. Anyways, the algorithm was pretty fun to make and so far I'm happy about the result 🙂 BTW, MTerrain is also pretty cool 😎, good job for making it!
Hey! Love your work and your turorials. TerraBrush is a joy to use. I'm curious about something: Do you reckon that your averaging method is more performant than using clipmap transition zones?
Hey thank you! I'm so glad you like it 😊! It's hard to tell for performance, I did not try the transition method. Tho, what I can tell is that all the average is calculated within the shader, once the mesh is created so it makes good use of the GPU. In my opinion this is performant enough but I don't have benchmarks here haha!
@@spimortdev I haven’t tried this yet.But can it be used with hight maps,if does what type/property of image should i use or how can I do that? I would love to use this plug in for my game if it can also be used not just manually.❤️
@@md.mizanurrahmanxendpdc.369The plugin is made of heightmap so there are def. ways to import yours! Tho, right now it might be a bit tedious since you need to have a RFloat resource for the heightmap. Maybe I'll do an importer at some point!