mohsen zare
mohsen zare
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I made a Road system for Godot engine
This will come on top of my terrain plugin and still at the time of recording of this video is under development! This is not only for Road you can use that to generate any kind of mesh like walls, terrain track, river or any other type of repeating mesh!
video about MOctMesh:
ua-cam.com/video/hJ3zW3rjwao/v-deo.html
Discord:
discord.gg/ravFervXVW
Twitter:
x.com/mohsenph69
Download latest:
github.com/mohsenph69/Godot-MTerrain-plugin/releases
Github:
github.com/mohsenph69/Godot-MTerrain-plugin
patreon:
patreon.com/mohsenzare?Link&
Video chapters:
00:00 - intro
01:15 - Bézier curve
02:05 - mesh generation intro
03:20 - LOD system
03:19 - Octree initialization
05:54 - Curve system
12:24 - good mesh for curve
14:25 - importing mesh
14:52 - Road Shader Material
17:46 - curve mesh
20:32 - overriding curve mesh
21:19 - intersection mesh
25:18 - rotate and scale
25:34 - flow of the mesh
Переглядів: 662

Відео

Handling large scene in Godot
Переглядів 4,2 тис.2 місяці тому
So this will be a start point for me to create a system for handling large scene in Godot! I thought to myself lets create and finish one octree system for everything so we don't have to rewrite that in each system separately! Other than this I think one central octree will be much more efficient the several one! by the way in some cases you can create other octree also! Discord: discord.gg/rav...
More Grass update in M Terrain plugin - Godot Engine
Переглядів 2,5 тис.3 місяці тому
Adding some custom data open many new things for grass! I just mentioned some of the simple ones! Discord: discord.gg/ravFervXVW Twitter: x.com/mohsenph69 Github: github.com/mohsenph69/Godot-MTerrain-plugin patreon: patreon.com/mohsenzare?Link& Wiki: github.com/mohsenph69/Godot-MTerrain-plugin/wiki Some video which I suggest to watch before watching this: Terrain creation: ua-cam.com/video/7CTH...
Terrain and Grass Editing in-game with MTerrain plugin Godot Engine
Переглядів 1,6 тис.3 місяці тому
So basically in this new version of mterrain plugin I added some functionality to be able to deform terrain and update grass in real-time in-game! With time I will improve some stuff to make this thing faster specially for grass! Please note: One thing that I want to add to video above is that, calling function update_dirty_texture on terrain in a different thread should be safe, so you can als...
Terrain tutorial Godot - Mountain Lake
Переглядів 10 тис.4 місяці тому
So this is a tutorial to create a Mountain landscape with Godot! I try to focus on base stuff, but I can not explain everything so I will refers to other video also. Discord: discord.gg/ravFervXVW Github: github.com/mohsenph69/Godot-MTerrain-plugin Wiki: github.com/mohsenph69/Godot-MTerrain-plugin/wiki Download for Windows: drive.google.com/file/d/1GX4OOj7HZnquhNCNmLruxQbecrn3Ji0h/view?usp=shar...
sRGB color space & Linear color space concept in computer graphic
Переглядів 1,4 тис.4 місяці тому
This was about sRGB color space and linear color space! down here I will put more useful resources, which you can read them! learnopengl.com/Advanced-Lighting/Gamma-Correction www.cambridgeincolour.com/tutorials/gamma-correction.htm blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/ blog.wolfire.com/2010/02/Gamma-correct-lighting Also I add one more thing here, Many game se...
Prevent Tile Texture in Terrain
Переглядів 20 тис.5 місяців тому
In this video we are looking at possible solution to prevent tile texture or texture repetition Video for Texture Rotation: ua-cam.com/video/ssrJGxMtssE/v-deo.html Video for splatmap: ua-cam.com/video/sXPGHBod9KY/v-deo.html Chapters: intro - 00:00 artistic solutions - 01:00 texture mixing - 01:28 color variation - 01:50 detail texture - 02:18 texture rotation - 03:23 distance base blending - 03:44
New Terrain Compression Algorithm on M Terrain plugin
Переглядів 3,8 тис.5 місяців тому
Please note this compassion for each terrain and heightmap will give a different result, But as I tested for different type of terrain my compression algorithm perform better to PNG! Other video resources: Compression algorithm explained: ua-cam.com/video/5KkVftV-PTk/v-deo.html Splatmap tutorial: ua-cam.com/video/sXPGHBod9KY/v-deo.html regions size explained: ua-cam.com/video/PcAkWClET4U/v-deo....
I made a Compression Algorithm for Heightmap Terrain
Переглядів 66 тис.5 місяців тому
This show the General algorithm for compressing a Heightmap image using quadtree and quantization. This compression algorithm will more optimize with linear regression model calculated with least square method in 3 dimension. I can say we implement delta encoding compression with linear regression in 3 dimension. Video and image resources used in this video: Quadtree collision calculation demo:...
Insane Huge Terrain 10,000 square km - Godot engine
Переглядів 8 тис.6 місяців тому
And now we have no limitation for RAM memory usage for create our Terrain for open world games M Terrain Plugin on Github: github.com/mohsenph69/Godot-MTerrain-plugin Wiki page: github.com/mohsenph69/Godot-MTerrain-plugin/wiki Discord: discord.gg/EN447Q4hfM Terrain progress play list: ua-cam.com/video/9olfCkPs1WU/v-deo.html Patreon: patreon.com/mohsenzare?Link&
MTerrain Adding Water System - new update - Godot engine
Переглядів 1,5 тис.7 місяців тому
I think we can use material next pass as a simple water solution for our terrain which is really efficient! there are more changes which I wrote in my Github release page! And I hope as I got more free time I will create a good tutorial for water shader in Godot! this demo is not really a good example of water shader I just put something together for this demo! M Terrain Plugin on Github: githu...
GDExtension for Android in Godot
Переглядів 1 тис.7 місяців тому
So this what you should do to create your shared c library in GDExtension for android devices, Most of the android devices has ARM 64 bit architecture, more than 90% of them, and in this tutorial I will show how to do that Godot Export for Android DOC page: docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html
so Hole in M Terrain - Godot engine
Переглядів 6877 місяців тому
Changes in this version Adding a hole brush to make holes Adding remove layer brush which let you to remove the changes only in one layer Adding image format option list in image importer And more changes M Terrain Plugin on Github: github.com/mohsenph69/Godot-MTerrain-plugin Discord: discord.gg/EN447Q4hfM
Alien Planet Terrain in Godot
Переглядів 1,1 тис.7 місяців тому
After sometime I restart to work on my terrain system in Godot, and as I improve the Godot terrain system I also created this demo of an Alien planet for Godot. Slowly this terrain is get more ready and more polish to use, But still I think it need some more work, But it is usable! this terrain is 8km by 8km which is 64 square km, which can use also for some mid-range open-world game. M Terrain...
Brush Masks for M Terrain plugin in Godot
Переглядів 6597 місяців тому
Brush Masks for M Terrain plugin in Godot
Auto Vertex Painter in Godot
Переглядів 1,7 тис.8 місяців тому
Auto Vertex Painter in Godot
Splatmap in M Terrain - Godot engine
Переглядів 1,6 тис.9 місяців тому
Splatmap in M Terrain - Godot engine
M Terrain Shader base concept - part 01
Переглядів 1,2 тис.9 місяців тому
M Terrain Shader base concept - part 01
Depth Texture explained - Godot
Переглядів 5 тис.10 місяців тому
Depth Texture explained - Godot
Texture Painting on Terrain - Godot
Переглядів 4,2 тис.10 місяців тому
Texture Painting on Terrain - Godot
Type Casting Godot GDExtension c++ - part 13
Переглядів 1,6 тис.10 місяців тому
Type Casting Godot GDExtension c - part 13
M Terrain Navigation First release tutorial - Godot 4.1
Переглядів 2,1 тис.10 місяців тому
M Terrain Navigation First release tutorial - Godot 4.1
Paint Navigation Mesh on Terrain in Godot
Переглядів 1,3 тис.11 місяців тому
Paint Navigation Mesh on Terrain in Godot
M Terrain Navigation first Demo - Open Word Navigation handling for Godot
Переглядів 71211 місяців тому
M Terrain Navigation first Demo - Open Word Navigation handling for Godot
Navigation mesh Open-world Terrain - First step Godot
Переглядів 1,2 тис.11 місяців тому
Navigation mesh Open-world Terrain - First step Godot
M Terrain Shader introduction
Переглядів 1,2 тис.11 місяців тому
M Terrain Shader introduction
Terrain Forest Tutorial - Godot 4.1 Tree with Collision
Переглядів 3,3 тис.11 місяців тому
Terrain Forest Tutorial - Godot 4.1 Tree with Collision
Terrain Grass Tutorial - Godot 4.1
Переглядів 3,6 тис.11 місяців тому
Terrain Grass Tutorial - Godot 4.1
M Terrain become even Better - Godot OpenWorld
Переглядів 6 тис.11 місяців тому
M Terrain become even Better - Godot OpenWorld
Fix billboard issue in Godot!!!!!
Переглядів 2,6 тис.11 місяців тому
Fix billboard issue in Godot!!!!!

КОМЕНТАРІ

  • @megasailoor
    @megasailoor 21 годину тому

    Awesome!

  • @NeonfireStudio
    @NeonfireStudio День тому

    Is MTerrain has infinite and destruction feature?

    • @mohsenzare2511
      @mohsenzare2511 23 години тому

      No, It use heightmap and it is finite! but you can create pretty large world with that!

  • @elganzandere
    @elganzandere День тому

    Please use appropriate scale with your meshes. Gross.

    • @mohsenzare2511
      @mohsenzare2511 23 години тому

      This is just for test!!! definitely you can create various other better things with this! I made that with quick as I want to see if this is working well!

    • @elganzandere
      @elganzandere 23 години тому

      @@mohsenzare2511 consider how it looks to random strangers.

    • @megasailoor
      @megasailoor 21 годину тому

      Please don't be a dickface. Gross.

    • @megasailoor
      @megasailoor 21 годину тому

      Please don't be an absolute potato salad elganzanzabar. Gross.

    • @megasailoor
      @megasailoor 21 годину тому

      NURURURURURURRRRRR gross

  • @SaiponathGames
    @SaiponathGames День тому

    Btw.. check out my road system, I tried doing something similar to this.

    • @mohsenzare2511
      @mohsenzare2511 23 години тому

      I already watch that before your videos! also I have downloaded one of your demos! By the way I don't know how exactly your road system works! Maybe we can share information and help each other!

  • @user-ig3hf2lb5t
    @user-ig3hf2lb5t День тому

    Как раз то, чего не хватало! Продолжай в том же духе, друг 💪

    • @mohsenzare2511
      @mohsenzare2511 23 години тому

      Спасибо тебе, мой друг

  • @pixelsamuel
    @pixelsamuel День тому

    This is an awesome system! Near the end of the video, you showed a neat flow system that can be used for things like rivers - have you already tried applying a river shader to this? It'd be really cool to see an example of it working with a terrain system (MTerrain or another one like Terrain3D), and how you would go about blending the river into other bodies of water like lakes or oceans that already have their own shaders applied.

    • @mohsenzare2511
      @mohsenzare2511 23 години тому

      No, I did not tried yet! I think the blending of the river to terrain and ocean have some shader solution! you can use depth_texture and where river is closer to ground you can decrease its alpha! I thing I saw some video about creating water in www.youtube.com/@BenCloward channel! I don't remember which one, but search maybe you can find some!

  • @nabiul2
    @nabiul2 День тому

    Does your plugin have any shaders yet? I want to try it because of how bad proton scatter performance is, but I'm not a real programmer. Even having an example to copy/modify is better than nothing. I think this is why your plugin gets so little attention vs Terrain3D, they are focused on making it easy for artists to just paint what they need using out of the box tools.

    • @LaurentSparksMusic
      @LaurentSparksMusic День тому

      To be fair Terrain3D also has 2 fulltime devs +14 more developer contributions, Mohsen has done this entirely himself, the plugin does come with a testing shader that is pretty straight forward to modify, and when in doubt, chat gpt, seriously chat GPT has taught me more about programming than 2 years of university doing computer science 😂 take advantage of it while its still free!

    • @LaurentSparksMusic
      @LaurentSparksMusic День тому

      If you ask chatGPT to help you make a shader using M terrain plugin and gdscript it will point you in the right direction, it very rarely gives a scrip that actually works, but it usually gives you and idea of how to approach things

  • @valotharion
    @valotharion День тому

    You're a legend!

  • @AliAli-wi2ys
    @AliAli-wi2ys День тому

    just in time , i did need it

  • @TheRheinprinz
    @TheRheinprinz День тому

    It would be great if I don't need World-Machine and I could create the terrain with your plugin. This would be a much easier

    • @mohsenzare2511
      @mohsenzare2511 21 годину тому

      You don't need always world machine there are other ways too! in this video I used world machine but you can sculpt the terrain by yourself!

  • @robinj6997
    @robinj6997 День тому

    I'm fairly new to Godot, coming from unreal. But I'm impressed of how much content talented people are willing to share. I have looked through some of your videos and there is a lot of cool functions, looking forward to more updates.

  • @thetiphon
    @thetiphon 2 дні тому

    What if i store resource1 inside resource2 and vice versa? And then delete it from scene. Will this cause memory leak?

    • @mohsenzare2511
      @mohsenzare2511 2 дні тому

      No that will not! when you remove resource 2, then resource 1 also will be removed automatically (if it does not used in another place)

    • @thetiphon
      @thetiphon 2 дні тому

      @@mohsenzare2511 thanks

  • @LaurentSparksMusic
    @LaurentSparksMusic 3 дні тому

    This is exactly what i was looking for, realtime terrain deformation, buddy youre an absolute legend, looking forward to playing around with this plugin!

  • @Paokann
    @Paokann 4 дні тому

    Is this possible in Godot 3.5? Version 3.5 dont have MODEL_NORMAL_MATRIX in spatial shader... UPD: oh, in 3.5 i can use render_mode world_vertex_coords;

    • @mohsenzare2511
      @mohsenzare2511 4 дні тому

      Yeah the same concept can be applied there

  • @SonicTheCat
    @SonicTheCat 9 днів тому

    Interesting idea, how does it look with a rock texture on the terrain?

  • @miachristensen5444
    @miachristensen5444 11 днів тому

    This series is incredible :)

  • @valotharion
    @valotharion 16 днів тому

    I think you're a god darned genius. Works flawlessly!

  • @TheVideoGuardian
    @TheVideoGuardian 16 днів тому

    Isn't the final mesh going to be decompressed and triangulated anyway? Or is the purpose here just to decrease file size, in which case why not just use LZ or even just ZLib?

  • @sinewavey
    @sinewavey 17 днів тому

    holy crap, this made so much sense and taught me so much. i'm new to GDExt and CPP both, but i have a lot of GDScript experience. I feel completely fine with these once pretty scary words now, you are a fantastic educator

  • @lehisluguer9300
    @lehisluguer9300 22 дні тому

    Thank you so much, great video 💙.. Is there some chance you can make a more in depth tutorial about customizing godot for specific games? (like a fighting game, or make it 2D only) ?.. im trying to adapt it to my 2D fighting game... but it takes too much to compile in C++.. and im wondering if there's some way i can optimize it to compile fast? by removing some features i dont need for my game..

    • @tomsterbg8130
      @tomsterbg8130 17 днів тому

      As someone who last coded C++ in 2018 I second this, would be cool to see more tutorials on how to add/remove features from the engine. Overall my goal would be to have Godot personal branch on github alongside the official so I can merge added features with updates if that's possible at all. I'd be adding only since removing seems useless, the engine is very lightweight.

  • @alexkt3400
    @alexkt3400 24 дні тому

    Is there any way to use this functionality without writing code?

  • @whiletrue1-wb6xf
    @whiletrue1-wb6xf 24 дні тому

    You need to update this because it is not working with the new version of the plugin, using Godot version 4.2.1 and mterrain-v0.13.0-alpha

    • @mohsenzare2511
      @mohsenzare2511 24 дні тому

      Thanks for telling me that! I will check it out!

  • @whiletrue1-wb6xf
    @whiletrue1-wb6xf 25 днів тому

    Your work is amazing! Could you please share the resources you learned from? Also, is it possible to take the work you've done and implement it in an open world with roads and scattered houses? How would you approach this?

  • @spectrecular9721
    @spectrecular9721 26 днів тому

    Been struggling to grab the depth of a 3D scene in Godot 4.2 to be used in a fullscreen post-processing 'canvas_item' shader, as depth information is only available in 'spatial' shaders and unless I'm missing something, it seems depth information isn't stored in textures made via a SubViewport. Any tips?

  • @lycoriserom9851
    @lycoriserom9851 28 днів тому

    This is helping.

  • @35IQDev
    @35IQDev 28 днів тому

    there is some isue with this code. when we use memfree function memory is freed but objects stays in memory. ( because node3d doesnt inherit from refcounted? ) you can see it in godot debug monitor. so we need to call destructors of each object ( call queue_free() ) manually before freeing memory as we do it in pure c++ befor freeing preallocated memory. I had a function witch populated tons of objects during calculation then freeing them. and when i call it several times godot was throwing an error about some overflow. i think godot has some limitation on number of objects and throws an error when user tried to create more. I use v4.2.2. thanks for the video

  • @Guy-be2px
    @Guy-be2px 29 днів тому

    Please in the future implement light map baking support! This is wonderful and I am in awe of the work you put in! I’m a low level beginner but I am beginning to understand these higher level concepts, I think it would be great to see lightmap baking support for more performance! Thank you sir I subscribed and liked!

  • @Le_x_Lu
    @Le_x_Lu Місяць тому

    Great video, as always.. I love your content specially videos about optimization and c++ 🤍 bad that this doesnt work with lightmap baking, but its still amazing...keep up the great work..

  • @user-og6hl6lv7p
    @user-og6hl6lv7p Місяць тому

    Cool "train" system.

  • @NeonfireStudio
    @NeonfireStudio Місяць тому

    Is it infinite?

  • @alekon2253
    @alekon2253 Місяць тому

    its very bad plugin! textures cannot be loaded!

    • @timepass6972
      @timepass6972 Місяць тому

      try reading the docs, you have to write your own shader for textures to appear

  • @gamecoder77
    @gamecoder77 Місяць тому

    Man Your work is awesome. thanks

  • @_cul8r_
    @_cul8r_ Місяць тому

    Which version of world machine are you using? Are these options all available in the free version or do you need to get the indie version/pro version? EDIT: I rewatched it and did hear you say free version, however I’m confused because the licenses for WM say that the pro version is needed for exporting tiles terrains. Any advice on this would be great! Thanks

    • @mohsenzare2511
      @mohsenzare2511 Місяць тому

      I believe for free version there is a limitation for maximum terrain resolution! If I am not wrong it is around 1024! but you can check on their website to make sure!

  • @gashtepolice5798
    @gashtepolice5798 Місяць тому

    very good. functional explanation.

  • @JeffThePoustman
    @JeffThePoustman Місяць тому

    Really turning into a very strong tool. Impressed by each new step. Good job!

  • @JeffThePoustman
    @JeffThePoustman Місяць тому

    Making great progress.

  • @JeffThePoustman
    @JeffThePoustman Місяць тому

    Fantastic as usual. Thanks, Mohsen!

  • @JeffThePoustman
    @JeffThePoustman Місяць тому

    Really enjoying seeing the plugin develop! (It's long after the fact now, but the process is educational.)

  • @JeffThePoustman
    @JeffThePoustman Місяць тому

    Really enjoying this. Thank you for sharing not only M-Terrain itself, but your description of how you developed it, how to use it, etc.

  • @JeffThePoustman
    @JeffThePoustman Місяць тому

    Fantastic video, on many levels. 2:11 "So now I solve one problem and then I create another." Human existence in a succinct statement! And one of the most enjoyable and maddening things about coding.

  • @paulmaguire872
    @paulmaguire872 Місяць тому

    It's working for me.. THANK YOU. I am having trouble getting my exported color map to show on the terrain, but I'm assuming I've done something wrong and will keep at it. Cheers again sir.

  • @cjdaylight3407
    @cjdaylight3407 Місяць тому

    Can I use this map on my game ?

    • @mohsenzare2511
      @mohsenzare2511 Місяць тому

      No problem with that, if this is good for you!

  • @rumariomusic
    @rumariomusic Місяць тому

    Technically Godot 4 is outdated. No HLOD, no ECS

  • @Chevifier
    @Chevifier Місяць тому

    What would be cool is if Godot added some highlevel class that makes using the Render/PhysicsServer easier for normal users. But then again how much data id the RID system using on its own?🤔

    • @Chevifier
      @Chevifier Місяць тому

      Currently in the game im working on, im combining multiple different meshes into 1 mesh using a modified mesh merger plugin. It's okay for a few 1000 meshes but it's cluttered and I'm feeling like I want to change it again

    • @mohsenzare2511
      @mohsenzare2511 Місяць тому

      @@Chevifier Unfortunately also with rendering server we don't have a good news! As a testing just create 1 million instance in rendering server! it will take quite a lot RAM! OctMesh will create rendering server instance when the object is in visible range! Now my next step is to create something like this which also remove the node! then we are good to go!

    • @Chevifier
      @Chevifier Місяць тому

      @mohsenzare2511 plane C++ it is then. Vec3 struct and int id.😅 but Im not sure its possible to create our own renderer yet without recompiling the engine.

  • @abhiraaid
    @abhiraaid 2 місяці тому

    Are you still on Pop!_Os?

  • @amirosman8797
    @amirosman8797 2 місяці тому

    This is absolutely amazing! What a fantastic solution for handling large scenes. I do have a couple of questions and would greatly appreciate your clarification. Firstly, can this solution be applied to all types of models and assets in the game, such as foliage, trees, buildings, NPCs, and enemies? Secondly, can it function similarly to asset-streaming, where assets are loaded on-demand based on the player's position? For instance, when the game starts, not all assets are loaded at once; instead, only those within a specific radius around the player are loaded. Asset-streaming is crucial for managing large scenes efficiently, as it reduces initial loading times and optimizes VRAM usage. Thank you in advance for your time and insights!

    • @mohsenzare2511
      @mohsenzare2511 2 місяці тому

      Hi There! the answer to your question is yes! so let me clarify how all these things you are saying will work! By now I only implemented a OctMesh node which is similar to meshinstance3D which works on top of Octree! But you can create any other system you want on top of Octree! As an example you want to create something that load a bunch of stuff as camera get close to that! First you register yourself as a subsystem of octree! you send all of your loader position into octree! and then octree will send you a notification when the camera get close to one of your loader! For example you can say if my loader lod is less than 3 then load all stuff and if it is greater than 4 unload them! Now this take away the need of constantly checking if camera get close to one of your points! Also Octree will do this stuff really fast! ... By the way about octmesh you can use that for anything you want like enemy-mesh and so ... For vegetation maybe octmesh is not good enough! Maybe we can create another system on top of octree which create multi-mesh! But take in account if you are using MTerrain consider using Grass system for anything is possible! Grass in MTerrain has really small data! you an cover an entire terrain with few MB of memory! the only downside of Grass is that you can not set the exact position and rotation of each Mesh!

    • @amirosman8797
      @amirosman8797 2 місяці тому

      @@mohsenzare2511 so, for my first question, yes I can use any mesh or asset that want except for the foliage it’s better to use MTerrain’s grass system, this is totally clear, however if I used the grass system I won’t be able to set the rotation and exact position, but can’t I paint the grass and foliage manually? In large open spaces or forests I could add foliage and grass procedurally but in places where I need to place foliage in specific position can’t I paint foliage manually?

    • @mohsenzare2511
      @mohsenzare2511 2 місяці тому

      @@amirosman8797 Yes You can paint them. There is a grass paint tool! just select the grass and activate paint mode! and paint grass on Terrain where you want!

    • @amirosman8797
      @amirosman8797 2 місяці тому

      @@mohsenzare2511 Fantastic, thank you very much for your support and I would really love to see what else you have in store for us

  • @lehisluguer9300
    @lehisluguer9300 2 місяці тому

    memory allocation... With great power comes great responsibility.

  • @ashwanishahrawat4607
    @ashwanishahrawat4607 2 місяці тому

    Very Informative, Thanks for the in-depth explanation, Origin and historical dependency. I really love the knowledge density of your videos.

  • @timmygilbert4102
    @timmygilbert4102 2 місяці тому

    Octree are always slower than grid, you can traverse visible grid very efficiently because you only query interval 'scanline' by 'radterizing' the frustrul in the 2d projection of the map. Ie direct query no rejection. If you need 3d query it's as simple as adding a vertical interval clamp after the 2d pass per columns.

    • @mohsenzare2511
      @mohsenzare2511 2 місяці тому

      Maybe I not understand exactly what you said, but correct me if I am wrong, you mean instead of octree using a grid and see each points belong to which cell? If I am correct, octree itself is also some kind of grid but it is just non uniform! it means less octant for places with no points and more octants for where there are more points! this better specially if we have more points in some part of the space and many empty places at other!

    • @timmygilbert4102
      @timmygilbert4102 2 місяці тому

      @@mohsenzare2511 it's all the same, BUT octree is great for really sparse distribution, IE vast empty space with very few random elements. But that's not your case, you have a really dense distribution, grid would be faster, and if you need it hierarchical grid would be the next option. Octree is also implicit to grid, except you aren't limited by boundaries. Think of it like query ranges you can hash by power of two the position+offset to get a virtual floating octree relative to the offset. There is a guy making name Geno's on gbadev, who used octree for 3d rendering on GBA, we told him the same, he took him a long time to shift, but it was faster. Godot itself used an octree until someone refactored it into a hierarchical grid and gained significant speed up. Grid have a nice lay out, coherent in memory. Octree have level of indirection and jump around the memory.

  • @mr_sauce_cooks
    @mr_sauce_cooks 2 місяці тому

    will this be integrated into your terrain plugin (btw i love it, from all the terrain plugins there yours gives the most fps)