You are doing amazing work! Looking forward to where this is leading. I understand how much work this is, thank you!
@mohsenzare251111 ай бұрын
Thanks man for your support
@jorickbihary846111 ай бұрын
This is incredible, You are by yourself bringing the engine to a new stage
@mohsenzare251111 ай бұрын
Thanks for the awesome feedback!
@tommyjohnson917611 ай бұрын
Whoa.. looks insane. Great work! Going to play around with this later on.
@mohsenzare251111 ай бұрын
Thanks :)
@DarksiderDarmoset11 ай бұрын
Awesome job! I'll definitely try it out!
@mohsenzare251111 ай бұрын
thanks
@KarimMedjahedSchwethelm11 ай бұрын
Also, just very impressive work. And great, well explained videos
@mohsenzare251111 ай бұрын
Thank you very much!
@firerunnew10 ай бұрын
The best landscape plugin! I would also make a dynamic change using code to generate the map
@mohsenzare251110 ай бұрын
Thanks :)
@USBEN.11 ай бұрын
Time to make our own Star citizen.
@mohsenzare251111 ай бұрын
Yeah
@drinkwwwaterrr11 ай бұрын
This is insane!
@mohsenzare251111 ай бұрын
Thanks
@mōellctie11 ай бұрын
That's sooo good!
@mohsenzare251111 ай бұрын
Thanks :)
@kmylleimer29411 ай бұрын
this looks sick 🗿
@mohsenzare251111 ай бұрын
thanks
@apoorvpandey3D11 ай бұрын
awesome work!
@mohsenzare251111 ай бұрын
Thanks :)
@svatlin11 ай бұрын
Mohsen это невероятная работа 👍
@mohsenzare251111 ай бұрын
Thanks svaltin :)
@EeVeE3D11 ай бұрын
great work
@mohsenzare251111 ай бұрын
Thank you! Cheers!
@GGodis11 ай бұрын
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?
@mohsenzare251111 ай бұрын
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!
@GGodis11 ай бұрын
@@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?
@mohsenzare251111 ай бұрын
@@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
@chimeforest10 ай бұрын
This is very cool =]
@mohsenzare251110 ай бұрын
Thanks
@chucksneedmoreland11 ай бұрын
could a moving origin approach solve the physics issue?
@mohsenzare251111 ай бұрын
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
@chucksneedmoreland11 ай бұрын
@@mohsenzare2511 would the increased precision for physics lead to increased overhead?
@mohsenzare251111 ай бұрын
@@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
@DeznekCZ10 ай бұрын
"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 😉🙃
@cjdaylight34073 ай бұрын
how did you generate height map that big
@mohsenzare25113 ай бұрын
I used world machine!
@Boildroid11 ай бұрын
Thanks for your work. Happy new year.
@mohsenzare251111 ай бұрын
Thanks, happy new year also to you!
@KarimMedjahedSchwethelm11 ай бұрын
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?
@mohsenzare251111 ай бұрын
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!
@KarimMedjahedSchwethelm11 ай бұрын
Thank you for your explanation. I’m Really glad to find out how flexible it is :)
@void985311 ай бұрын
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.
@mohsenzare251111 ай бұрын
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_Sherlock11 ай бұрын
very cool! too bad the 100kmx100km is not actually very feasible for a game :p
@mohsenzare251111 ай бұрын
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
@ninjafruitchilled4 ай бұрын
Sure it is, you just gotta design the game appropriately. E.g. you probably need some vehicles etc. to get around faster.
@kylenorthstarch.90299 ай бұрын
It's already better than forspoken
@mohsenzare25119 ай бұрын
Thanks
@shadow_of_the_spirit11 ай бұрын
So cool. thanks for motivating me to keep making stuff.