Terrains in Godot: Not Quite Ready Yet
Kristiāns Kronis
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Terrains in Godot: Not Quite Ready Yet
1 930 просмотров · 3 года назад
Kristiāns Kronis
15 подписчиков
1 930 просмотров · 3 года назад
I recently tried doing a bit of game development in the Godot game engine, which I find to be a lovely piece of software! However, I ran into some difficulty when trying to get terrains working, which are not natively supported for now, but are available as a third party plugin.
So, let's jump in and see what breaks and how I solved my issues (though you might not like it).
The process of getting terrains working:
01:00 get the heightmap
02:08 do some processing (optional)
03:00 split the heightmap into chunks
03:45 get a terrain plugin for Godot
04:15 import everything into Godot (follow the docs)
06:20 switch to Godot 4 (because of issues in Godot 3)
10:08 submit a bug report, fix the code yourself, or just switch to Unity lol
Godot specific terrain issues:
05:00 PNG only 8 bit (jaggy), RAW broken (GIMP)
05:28 render artifacts (Godot 3 only)
07:20 broken stitching (no tools to fix in-engine)
07:48 broken shaders (normal maps ignored sometimes)
08:40 broken texture painting (offsets/sizes)
09:02 broken textures at runtime (old data)
16:28 can't do changes across adjacent terrains
17:29 no adjacent terrain creation (example of such feature in Unity)
In short, I love the Godot engine, but it and some of the plugins need a bit more time before being truly "production-ready" for 3D projects.