Massive Infinite TERRAIN that Generates INSTANTLY: Clipmap & Collisions

preview_player
Показать описание
0:00 Intro
1:03 Clipmap
5:16 Collisons

Part 2

How to create terrain that easily gets over 15km of draw distance using spatial shaders (Collions too!)

STARTER PROJECT

COMPLETED PROJECT

Support me :)
Рекомендации по теме
Комментарии
Автор

Not gonna watch this whole video right now because I don't need this information, but I will absolutely subscribe!

MrScorpianwarrior
Автор

This is incredibly dense content. Most tutorials I want sped up. This one I had to slow down! Very well laid out, you put a lot of work and thought into this. Thanks for sharing!!

barrykelly
Автор

You’re a great dev! Honestly some of the best tutorials for Godot I’ve seen. Good luck!

asapshazzy
Автор

Hey, I really enjoyed this guide, it was quick and to the point. I read in another comment that you no longer make tutorials which is really sad but I hope it means you found something more fulfilling to do. Wishing you the best!

jeremythibeault
Автор

You are making the best advanced tutorial for Godot, thanks

bodamat
Автор

Awesome video! I love seeing how far devs can push the engine

FinaISpartan
Автор

@4:50 you made the Take On Me music video!

Cool tutorial! Hoping for more multiplayer stuff soon!

Also, godot now exposes more pathfinding options for postprocessing.

DoctorMandible
Автор

Excellent work and great tutorial ! TYVM for sharing your knowledge.

yvanvan
Автор

Haha, thanks for sharing and showing your face! I’ve been working on the exact same problem. Love it

BrianJorgensenAbides
Автор

Fantastic pacing and great content :) keep it up dude!

linglang
Автор

Dude, that‘s exactly what I‘ve been trying to achieve. 😂 I just managed to get the clipmesh working. Now I‘ve found your video. 😂

Hodebrot
Автор

This litterally made my game possible! Without this tutorial I would be moving on lol.

Tankerbox
Автор

The problem with clipmaps from my experience is that it cannot render the terrain at distances larger than the clipmap itself. For instance, if your clipmap is 2048 by 2048 and the map is 4098 by 4098 if you are somewhere in the corner of the map you won't be able to see any topological features beyond the 2048 threshold and that for me is simply not acceptable. I mean, yes, you could blame it on the fog but it will just ruing the immersion. Fog can be used to hide stuff such as grass chunks popping in in the distance, but you should still be able to see the mountains to make the player get a sense of just how large the map is.
While quad tree based terrains are a little more difficult to implement I'd rather spend a day or two getting it to work the way I want it instead of sacrificing the immersion of an outdoor level for the sake of simplicity.

cristiandecu
Автор

For anyone wondering how to center the noise texture to (0, 0), just add 0.5 to the texture_position and it'll center itself!

psipivids
Автор

Wow. I'd love to experiment with some more complex fragment shader for this terrain to make it look better.

Thank you for releasing the code, though please specify a license - otherwise nobody knows what is and isn't ok to do with your code!

MIT is the most liberal - people can grab the code and use it even in proprietary projects, GPL is more restrictive - it'll force whoever uses the code to also license theirs under the same or compatible license.

liblast
Автор

-19C in the beginning of November. That's cold.

greyly_
Автор

It still puzzles me that you have not more subscribers.

Go subscribe everyone!

bitbraindev
Автор

Well, infinite... if your height map has one texel per meter (which one would need to resolve river beds), then it'll start glitching 1000 km away from the origin. That's like, the size of France. Pretty huge indeed!

LynnWinx
Автор

subscribed because of your channel name

robertdeckard
Автор

this line:
var image:Image =
gave me this error:
Attempt to call function 'get_image' in base 'null instance' on a null instance.
does get_setting work differently now?

FriskDreemurr