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Infinite Terrain in Godot 4 - The 'Wandering' Clipmap Terrain Technique (with LOD)
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Hi all, today I want to demonstrate an infinite terrain generation technique in Godot 4 (which also works for Godot 3.x of course) that uses a 'wandering' clipmap mesh and UV offsetting to control the projection of the terrain onto said mesh. The ground mesh is 'attached' to the player and moves around the world while the vertex shader that deforms it into a terrain offsets the UVs to counter each movement the player makes, thus causing the deformation to stay in place whilst its 'base' (ie, the ground mesh) is moving. I have heard of a few projects using this technique although I'm not sure how popular it is. It seems to be performing pretty well, offers lots of room for easy optimisation and is very easy to set up and manipulate.
I am using Godot 4 Alpha 8 for this one.
Clips I used that weren't mine:
- Death Stranding gameplay
- Red Dead Redemption II teaser
Music by Airtone
#MadeinGodot #GodotEngine #Godotterrain
I am using Godot 4 Alpha 8 for this one.
Clips I used that weren't mine:
- Death Stranding gameplay
- Red Dead Redemption II teaser
Music by Airtone
#MadeinGodot #GodotEngine #Godotterrain
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