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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 131x131km and more, or have a higher resolution terrain at smaller sizes.
The kicker is that we only store the regions you use. Your world could be 37x the size of GTA, with a few small islands and lots of ocean. Only the land would consume memory and disk space.
Region sizes now range from 64m to 2048m, and the maximum number has been expanded from 256 to 1024. 32x32 regions @ 2048m = 65.5x65.5km. This required a lot of optimization and restructuring from 4 devs to make feasible.
A lot of work has been done to make the tool much more suitable for teams. Each region is a separate file with coordinates in the filename, and labels can appear in the editor. This enables different editors to work simultaneously without conflicts in git, and vastly reduces the storage requirement for each commit.
These changes are available in nightly builds now, and v0.9.3 coming soon. It works with Godot Engine 4.2.2 and 4.3.
In a future release we'll look at removing region limits entirely and stream regions in and out of a fixed size window.
I'm basically discovering what my Out of the Ashes team needs and focusing Terrain3D efforts building that. The result is you get things you don't even know you need until you have them.
Pictures:
1) 512x512m regions with labels
2) 128x128m regions, label size and distance reduced
3) 1024x1024m regions. Red square shows previous 16x16km limit. Blue square is 32x32km.



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