Heightmap-based terrain for Godot 3.0.2 and later. It supports texture painting, colouring, holes, level of detail and grass, while still targetting the Godot API (i.e GLES3 and GLES2).
Although the plugin can be used, it is still under development. Some features might be missing or bugs can occur. Please refer to the issue tracker if you have any problem.
This repository holds the latest development version, which means it has the latest features but can also have bugs.
For a "stable" version, use the asset library or download from a commit tagged with a version.
The master
branch is the latest development version, and may have bugs. Some major features can also be in other branches until they are done. For release versions, check the Git branches named after those versions, like 0.10
.
This is a regular editor plugin.
Copy the contents of addons/zylann.hterrain
into the same folder in your project, and activate it in your project settings.
The plugin now comes with no extra assets to stay lightweight. If you want to try an example scene, you can install this demo once the plugin is setup and active: https://github.com/Zylann/godot_hterrain_demo
I haven't written much docs yet, but I wrote a note about creating a terrain because there are some gotchas: https://github.com/Zylann/godot_heightmap_native_plugin/blob/master/addons/zylann.hterrain/doc/main.md
I also made a video about the 0.8 version of the plugin: https://www.youtube.com/watch?v=eZuvfIHDeT4&
Godot has no terrain system for 3D at the moment, so I made one. The plugin is currently fully implemented in GDScript. I wish I could make it a C++ module, but being a GDScript plugin allows much faster iteration and everyone can try it and modify it much more easily. Eventually, one day some performance-sensitive areas could be implemented using GDNative, to optionally give some boost. There is a chance for Godot to get a built-in terrain system though, maybe in 3.2 or after, which is quite a long wait, so developping this plugin allows me to explore a lot of things up-front, such as procedural generation and editor tools, which could still be of use later.