godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
https://godotengine.org
MIT License
90.29k stars 21.05k forks source link

[TRACKER] Making terrains #9046

Open Zylann opened 7 years ago

Zylann commented 7 years ago

I found a number of issues about making terrains in Godot, be it heightmap, voxels, an engine module or a plugin, so I thought I would make a tracker to list them all:

Engine limitations: (some might be "closed as fixed" but are still actually open in a different issue, or have been closed in favor of another issue that doesnt exactly match the problem; need to take the time to update this list)

User requests:

Issue tracker on my terrain plugin: https://github.com/Zylann/godot_heightmap_native_plugin/issues

Won't do for now but to consider for Vulkan:

LikeLakers2 commented 7 years ago

Someone should turn this list into some checkboxes. And if someone does, #5624 #6869 and #9134 are all fixed. #8124 and #8254 are closed as well, for not being an actual issue.

Zylann commented 7 years ago

Even though it's what I do currently, I wasn't really convinced by #6869 because it makes a hack easier to do rather than solving the problem of terrain LoD cleanly, because: 1) camera is needed all the time, not only when input is received 2) stealing it in a variable for reuse in _process is dangerous because it's not the only one (multi-viewports) and you don't know what can happen to this camera outside of _input (I believe there was a reason for it to be a parameter). 3) there is an ifdef in my module just to get the camera from somewhere else if in game or editor...

Although it's not nice, I'll tick it anyways because it makes the thing mostly work, the real problem is the inability to have LoD that works on multiple viewports :p

9134 was discarded, but it was mostly a nice to have, we'll see in the future if there is a real need for it

I updated the list

HeadClot commented 6 years ago

Giving this a bump. It would help out my project greatly

mhilbrunner commented 6 years ago

Would also be interested in this for voxel stuff.

reduz commented 6 years ago

Will work on this for 3.1, getting a terrain engine going would be great.

On Sun, Dec 3, 2017 at 7:48 AM, Max Hilbrunner notifications@github.com wrote:

Would also be interested in this for voxel stuff.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/9046#issuecomment-348755536, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z25UrnGLplD5KGmez6OnE3Pizqa3Uks5s8nyJgaJpZM4NvYUB .

HeadClot commented 6 years ago

YAY!

NathanWarden commented 6 years ago

Wow, that would be really awesome :)

Zylann commented 6 years ago

@reduz are you going to work on this or should I continue on my heightmap module with technical directions for 3.1? I have a handful of open issues on my repo already, but I'm not sure what you would expect to land in Godot among things we would like to do (especially large terrains).

MirceaKitsune commented 6 years ago

Thank you for the info, this will be a good issue to follow. I'm myself waiting for heightmap terrain support, and also very interested in the possibility of voxel objects being supported eventually (blocky and smooth alike). I hope the next 3.x releases will offer at least basic heightmap terrain.

supagu commented 6 years ago

subscribing, we use our own terrain system at the moment

mhilbrunner commented 6 years ago

Moved to 3.2 for now.

MirceaKitsune commented 6 years ago

A shame it couldn't make it in 3.1. At least 3.2 isn't too far away... I really hope it happens this time!

Zylann commented 5 years ago

Just added mention of navmeshes and lightmap baking.

mindinsomnia commented 5 years ago

What are the chances of getting this in 3.2? =)

mhilbrunner commented 5 years ago

If by "this", you mean built-in terrain, then slim to none. This is about providing the prerequisites so third-party terrain addons can work (and maybe eventually built-in Terrain) :)

MeshVoid commented 4 years ago

The inability to create terrains in Godot and lack of time and expertise on my part to write coherent tools of my own or edit the ones that already being developed by community made me switch engine for a project I'm working on, although I wanted to be able to do it solely with Godot. I can not reiterate how important it is to have a solid terrain system in 2020 for a 3d game engine. Scalable in-built terrain systems are being utilized in so many games now and other various industries like filmmaking, architecture visualization etc. IMO, having these features would attract so many more users and companies to Godot and propel it forward even faster. I do understand that there are multiple other more pressing issues that are probably more important to solve first, but I hope one day we can see an awesome built-in and performant terrain system in Godot.

Calinou commented 4 years ago

@MeshVoid Please don't bump issues without contributing significant new information. Use the :+1: reaction button on the first post instead.

(Also, did you check out https://github.com/Zylann/godot_heightmap_plugin?)

MeshVoid commented 4 years ago

@MeshVoid Please don't bump issues without contributing significant new information. Use the 👍 reaction button on the first post instead.

(Also, did you check out https://github.com/Zylann/godot_heightmap_plugin?)

Hi! Sorry, I did, yeah, awesome work by Zylann, still really hard to control scalability and changes and needs a lot of further improvements and stabilization. I also tried implementing my own chunk system with relative success. But chose to stick with world composition and level streaming system in other engine though.