Insane Huge Terrain 10,000 square km - Godot engine

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  • Опубліковано 29 гру 2023
  • 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-M...
    Wiki page:
    github.com/mohsenph69/Godot-M...
    Discord:
    / discord
    Terrain progress play list:
    • Open World Terrain cre...
    Patreon:
    patreon.com/mohsenzare?...

КОМЕНТАРІ • 62

  • @bertilorickardspelar
    @bertilorickardspelar 6 місяців тому +22

    You are doing amazing work! Looking forward to where this is leading. I understand how much work this is, thank you!

  • @jorickbihary8461
    @jorickbihary8461 6 місяців тому +14

    This is incredible, You are by yourself bringing the engine to a new stage

  • @Boildroid
    @Boildroid 6 місяців тому +3

    Thanks for your work. Happy new year.

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому +1

      Thanks, happy new year also to you!

  • @tommyjohnson9176
    @tommyjohnson9176 6 місяців тому +4

    Whoa.. looks insane. Great work! Going to play around with this later on.

  • @DarksiderDarmoset
    @DarksiderDarmoset 6 місяців тому +3

    Awesome job! I'll definitely try it out!

  • @user-zd1jb1nu5z
    @user-zd1jb1nu5z 6 місяців тому +4

    Also, just very impressive work. And great, well explained videos

  • @shadow_of_the_spirit
    @shadow_of_the_spirit 6 місяців тому +2

    So cool. thanks for motivating me to keep making stuff.

  • @apoorvpandey3D
    @apoorvpandey3D 6 місяців тому +2

    awesome work!

  • @kmylleimer294
    @kmylleimer294 6 місяців тому +4

    this looks sick 🗿

  • @moe__dev
    @moe__dev 6 місяців тому +3

    That's sooo good!

  • @svatlin
    @svatlin 6 місяців тому +2

    Mohsen это невероятная работа 👍

  • @EeVeE3D
    @EeVeE3D 6 місяців тому +2

    great work

  • @drinkwwwaterrr
    @drinkwwwaterrr 6 місяців тому +3

    This is insane!

  • @chimeforest
    @chimeforest 5 місяців тому +2

    This is very cool =]

  • @firerunnew
    @firerunnew 5 місяців тому

    The best landscape plugin!
    I would also make a dynamic change using code to generate the map

  • @USBEN.
    @USBEN. 6 місяців тому +1

    Time to make our own Star citizen.

  • @DeznekCZ
    @DeznekCZ 5 місяців тому

    "Read the code completely to your head and then try to get an idea, what happened."
    You are taking it from my head. I say that every time, I explain something programmed to others 🙂
    I work normally with Regex, Big Data extracting, language parsers and that is a big chunks to calculate too 😉🙃

  • @GGodis
    @GGodis 6 місяців тому +2

    Regarding the 5:21 and the precision loss issues - maybe it would be possible to improve this by adding a so called "floating origin" or "origin shiffting" technique?

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому

      Yeah I know what you are saying also possible, But if double precision works, why not use that! in case double precision will decrease a lot performance, yes your method is also can be done!

    • @GGodis
      @GGodis 6 місяців тому

      @@mohsenzare2511 For double precision technique to be suitable, we would need the physics engine to be compiled with double precision too. Apart from additional memory and performance cost, what about the rendering artifacts? How does it affect the skeletal animation of the player when the player is far away from the origin, does it start to shiver a bit?

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому +2

      @@GGodis To be honest I did not work with double precision too much, and I just create this world for testing. in my case I could not notice any problem for animation, I had a 100km X 100 km Terrain, I put that in middle and I could go as far as 50,000 meter far from center in each direction, and the most obvious problem was physics.
      Also the seems between terrain regions on some part where noticeable which was not good, I think due to low accuracy of floating point the vertices where not placed in their exact places!
      And for double precision you need to compile the entire engine by yourself, also you need to compile export template by yourself, and as you do that the entire engine include the physics system will be double precision
      Same for M Terrain plugin you need to compile that with double precision

  • @user-zd1jb1nu5z
    @user-zd1jb1nu5z 6 місяців тому

    For someone like me, who’s just been leaning game dev in 2D, but is interested in doing 3D later on,
    how customisable is the terrain, for a developer who might want to use this plugin, but create their own unique visual style for their game?

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому +1

      I made a lot of other videos about how to use this terrain on my channel, I don't you saw them or not, But I tried to make this terrain system as flexible as possible, in this plugin you should write the terrain shader by yourself which can be for some difficult as other terrains plugins provide a ready shader for you, But I think that's what makes each terrain special.
      There are many aspect to this terrain which I can not explain all of them in this comment, But I suggest you to watch my other videos which I explain about how to use this terrain plugin!

    • @user-zd1jb1nu5z
      @user-zd1jb1nu5z 6 місяців тому

      Thank you for your explanation. I’m Really glad to find out how flexible it is :)

  • @chucksneedmoreland
    @chucksneedmoreland 6 місяців тому +1

    could a moving origin approach solve the physics issue?

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому

      Yeah that is also can be done, But if double precision works why not use that, in case double precision has much lower performance yeah we can move the origin

    • @chucksneedmoreland
      @chucksneedmoreland 6 місяців тому +1

      @@mohsenzare2511 would the increased precision for physics lead to increased overhead?

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому

      @@chucksneedmoreland using Godot double precision is not without any cost, But I don't think it will be too much.
      The main difference between double precision and single precision is that, single precision use c++ float type for positioning everything in the world, which is 4 bytes, BUT double precision use c++ double type which is 8 byte for positioning everything in the world!
      Everything else is same
      This mean if you have a vector3 in single-precision it take 12 bytes on other hand same vector3 will take 24 bytes in double precision

  • @void9853
    @void9853 6 місяців тому +3

    Cool! Instead of double precision, wouldn't it be easier to offset the coordinates of the start of the world (root node with player and landscape) to zero when they are 4+ km away? With FXAA the offset would be imperceptible.

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому +1

      That is also possible to do, But you need to offset everything else also beside terrain!
      But in my opinion if double precision works, why not use that!
      I will use your method if using double precision make a heavy impact on game performance, on that case it worse to do your method

  • @Connor_Sherlock
    @Connor_Sherlock 5 місяців тому +1

    very cool! too bad the 100kmx100km is not actually very feasible for a game :p

    • @mohsenzare2511
      @mohsenzare2511  5 місяців тому

      recently I added a data compression system to terrain, And obviously you can design this much terrain by hand, but if make some procedural tool you can do it

  • @harrywyependragon4242
    @harrywyependragon4242 6 місяців тому +1

    Nah, too small cuz I need 404 000 000 km2 😅

  • @kylenorthstarch.9029
    @kylenorthstarch.9029 4 місяці тому +1

    It's already better than forspoken

  • @kishirisu1268
    @kishirisu1268 6 місяців тому +8

    What the point of making big maps if you have zero content? I see it over and over, beginners just wanna huge maps, without any ideas about how to fill them.
    And yes - all these terrain features are included in Unreal Engine. If you have real big project, just use proper tools which already developed and tested by teams, not just solo youtuber.

    •  6 місяців тому +16

      May be because it is opensource, and every one can access the core code of it for further customization

    • @mohsenzare2511
      @mohsenzare2511  6 місяців тому +22

      Many people criticize Godot because it can not do this kind of things, and beside that I just making a tool and I just do my job well, It's depend on people how they use this tool, they can make a good game or bad game with that!

    • @notarobot22
      @notarobot22 6 місяців тому +8

      Yeah man you should really stop learning things and try to push your craft. Just switch to another engine and be lazy! The world doesn't opensource tools, we have big faceless corporations to do the work for us!

    • @pandoz12
      @pandoz12 6 місяців тому

      Aye pin their comment just to make people further appreciate the video and its open source advantages.

    • @ThylineTheGay
      @ThylineTheGay 5 місяців тому +4

      This is a godot library, it's not claimed to be a contentful game
      Why be an ass to people making cool things