godot_heightmap_plugin
score
godot_heightmap_plugin | score | |
---|---|---|
27 | 99 | |
1,620 | 1,428 | |
- | 0.9% | |
7.3 | 9.6 | |
14 days ago | 1 day ago | |
GDScript | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot_heightmap_plugin
- Is it possible to hide faces of a cube that player cant see?(optimization)
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Godot 4 Terrain
Zylann's repo has a v4-compatible branch that was last updated 4 days ago, and there seems to be another one working on this, and another one published a few months ago, plus there are lots of videos out there about doing it in other tools and then just importing the heightmaps / splatmaps in Godot (e.g. from devmar's YT channel).
- Terrain in Godot 4
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What projects / addons / libraries are you missing in 4.0?
godot_heightmap_plugin
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How do people make 3D levels for their games in Godot?
Back in 3.0 I was using this plugin for heightmap terrain: https://github.com/Zylann/godot_heightmap_plugin
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Will Zylann terrain addon be ported to Godot 4.0 ?
source: https://github.com/Zylann/godot_heightmap_plugin/issues/279
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Painting meshes in Godot like the Unity Terrain
You can create terrain and paint it with the zylann.hterrain plugin. Currently only supports Godot 3.x.
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Godot for AA/AAA game development - What's missing?
Sweet, how's the tooling to actually make a playable textured level from a heightmap though? In 3.0 I had to rely on Zylann's excellent plugin which was all well and good but I needed to compile it for each platform I wanted to ship on, and editor integration was good but not perfect. Also procedural generation of terrain in-game wasn't practical.
As we know, there's a lack of a node similar to Unreal's Landscape and Unity's Terrain. I believe this hurts Godot more than generally assumed. There is of course Zylann's plugin for 3.x, but I believe an officially supported node for this would be incredibly beneficial. Zylann's plugin will most likely get updated for 4.x eventually, but I personally know people who were shocked to find out that this functionality was not in Godot 4 when it had so many improvements for 3D - and it ended up being the deal breaker that pushed them away.
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I made a terrain editor for Godot 4
The one I know is Zylann.hterrain which is gdscript but also not updated for 4.x
score
- Learn How to Build Your Own Max for Live Devices
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Qt Widgets Rendering Pipeline
https://ossia.io uses widgets and qgraphicsscene for the main UI rendering and Qt rhi for the GPU pipeline, and it's performing well enough for our use-cases - I was working on it on a 1080p screen on a Pi4 recently and it certainly felt much much faster and responsive than chrome on the same hardware.
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Is it possible to do runtime compilation and execution of C code?
I use it for live c++ recompilation in https://ossia.io - all the code is in there. https://github.com/ossia/score/tree/master/src/plugins/score-plugin-jit/JitCpp
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Show HN: New visual language for teaching kids to code
> I feel like visual programming gets a bad rap because of things like this. As an electronic engineer that used to love LabView and life long user of NI Reaktor and Max/MSP, those tools are fantastic if you don’t approach them with an imperative programming mindset.
aha, in the long run I ended up making https://ossia.io which is as VPL as it can get. Yet it still embeds a LOT of textual languages.
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CLion Nova Explodes onto the C and C++ Development Scene
For me both VSCode and CLion lag heavily.. whenver I tried CLion it was completely unuseable on my project https://ossia.io which is only 500kloc (and I try to try it pretty much once a year since it was in beta)
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Visual Node Graph with ImGui
https://ossia.io does some of it, I've been working on a new release that also supports the whole QtQuick stack in the node graph items but you can already combine videos & shader effects
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Speed Up C++ Compilation
In https://ossia.io with PCH, using clang, ninja, mold, and some artificial split in shared libraries for development builds, I get a compile-edit-run cycle of a couple seconds in general... I wouldn't say it's too much of a problem if you use the tools already available
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Looking for open source projects to contribute to
If you're interested in multimedia https://ossia.io is always looking for new contributors!
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New To Lighting Design, Looking for guidance
Tools like Ossia Score, Chataigne and PureData (pd) can also help a ton in building interactive art and triggering other A/V software.
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Audio Reactive MIDI
here's a simple example of how to do it in https://ossia.io score : https://streamable.com/wkklek
What are some alternatives?
scatter - Godot engine addon to randomly fill an area with props or other scenes
seq66 - Seq66: Seq24-based live MIDI looper/editor. v. 0.99.12 2024-01-13. NSM support; Linux/Windows/FreeBSD; PDF user manual. Help access to tutorial and PDF. Beta code in portfix branch.
tps-demo - Godot Third Person Shooter with high quality assets and lighting
BespokeSynth - Software modular synth
scratch_animater - Demo of an simple animation program with the scratch canvas addon. [Moved to: https://github.com/boukew99/scratch_animator]
atemOSC - Control ATEM video switchers over the network with OSC messages
protongraph - Experimental node-based software for procedural content generation
BespokeSynth - Software modular synth [Moved to: https://github.com/BespokeSynth/BespokeSynth]
terrain-tool-godot4 - GODOT 4 3D Terrain Editor (C# Plugin)
scheme-for-max - Max/MSP external for scripting and live coding Max with s7 Scheme Lisp
godot-demo-projects - Demonstration and Template Projects
vgmtrans - VGMTrans - a tool to convert proprietary, sequenced videogame music to industry-standard formats