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naive-seamless-terrain for Godot(4.*)

  • This is a slow, GDScript based Terrain system with "seamless" LOD borders.
  • The method used to avoid seams is pretty naive, it doesn't attempt to blend mesh shapes or match topology, it simply ensures edge vertices that do not align with a neighbouring Patches own vertices(of a different subdivision) are linearly interpolated so that it sits flush with that neighbours edge elevation.
  • Add a lod_patch.gd script to MeshInstance3D Nodes that are spaced 1x1 unit apart.
  • Call do_lod with a Vector3 argument to generate a LOD for the distance to that Vector3.
  • Tweak max_detail in lod_patch.gd to control max subdivision.
  • Set elevation_function to your own Callable that accepts x and z as arguments and returns a float value representing elevation.
  • Don't use this.

Shitty-terrain

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