- 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
inlod_patch.gd
to control max subdivision. - Set
elevation_function
to your ownCallable
that acceptsx
andz
as arguments and returns afloat
value representing elevation. - Don't use this.
-
Notifications
You must be signed in to change notification settings - Fork 0
License
daniel-mcclintock/naive-seamless-terrain
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
About
No description, website, or topics provided.
Resources
License
Stars
Watchers
Forks
Releases
No releases published
Packages 0
No packages published