@alpeka on Worlds Unbound - Terrain Engine
ā SHIP No.1 ā
I spent the last couple of months making a model terrain, which I will use for my game that I will continue to build after this competition. My game idea is quite ambitious, and given how long it took for me to get this basic terrain to work properly and well, that wonāt even be coming with the extra month added one.
I lot of you may be thinking though, what on earth were you doing for 125 hours, when all you came up with is a glorified green and grey piece of paper you could walk on. Well, not only was I learning and using Godot for the first time, it was the first time I learnt anything as complicated as this. I had to wrap my head around complex (at least for me) maths and computer science topics, like vectors and cross product, noise and FBM, TBN model, and UVs, not to mention just the sheer amount of logic I had to get through. It was so tiring to keep getting bugs for the chunking system I had, or the collisions.
But thankfully, all that is behind me š¼. Iāll give you a more indepth look into what Iāve done over the past couple months.
Devlogs 1-12:
This period was the general beginning of my project. Not only was I learning Godot, and watching tutorials on it, I was also spending time on the player character, the camera system, and the world environment.
Devlogs 13-15:
I tried to implement LODs into my chunks, since the performance was simply too bad. Somehow this made it worse, possibly because of more chunks (the ones at the broder of LOD borders) being forced to be unloaded and loaded back in.
Devlogs 16-21:
I used my current technique, heavily based from devmars video on youtube about procedural terrain during this period. School had also started, so I spent less and less time on it, being significantly burnt out and tired.
So I basically went through 3 iterations of terrain for my game, so that is why it took so long to get to this point.
- 21 devlogs
- 125h


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