This will allow you to create massive terrain, for open world games.This plugin is written in c++ in GDExtensionTerrain is divided into different region and the height map texture for region far away from terrain has lower resolution so take less space in VRAMThis also support grass system which you can use that for grass, or rock, Also grass system support collision which let you to create massive forest of tree with collision really fast (Grass is also Paintable)You can also bake navigation mesh from terrain (navigation mesh is also Paintable)Supporting sculpt brushSupport Height-map non destructible layersSupporting HolesSupporting WaterSupporting Color brush with different algorithm like Splat-mapping, Index mapping, bit-wise brush ...------------------------------------------------This release:Grass Data per instanceThe biggest update for this version is the grass data custom which you can send to grass! You can send these data to each instance of grass:You can send some random number unique for each grass instance, you can control this random number!You can send any image which you used in Terrain to grass, only a single color value depend on the position of the grass on terrain will be sended to grassYou can also send the grass creation time which you can calculate the age of grass and create a growing effect for grassThis update is not about grass data there are more features and bug fixesOther changesNow if you add an image in terrain data and you do not declare that in terrain Shader, that image will remain only on RAM memory, and you can read from that and use that in various things! (One use of that is to send that data to grass)Optimizing grass update in run-timeFixing the color paint issueThis time the color which you paint will appear in the background of each layer in paint panel (only for color-brush and channel-painter)Detecting OpenGL or compatibility mode and changing the Shader code for that so it will work as you start a new-project (If you create a terrain with Vulkan and then change to OpenGL you need to fix the Shader code by yourself as some Shader code which works for Vulkan does not work for OpenGL)In this release we have a road system! but it is just a start!
A plugin that counts polygons and vertices for selected `MeshInstance3D`, `CSGShape3D`, and `CSGCombiner3D` nodes in the scene.
Quickly create natural-looking terrain with customizable noise parameters. This tool is designed to create simple but powerful terrains that do not require manual painting
A Godot C# plugin to add more control over the Camera3D movement.USES SYVIES CORE PLUGIN AS A DEPENDENCYCamera nodes: - VirtualCamera (a node that represents the position and parameters of a Camera3D) - DynamicCamera (a Camera3D made to transition between different VirtualCamera in the editor or at runtime)Extra functionalities: - ThirdPersonCamera (a node designed to make third person cameras easier with a simple AimCamera() method that takes a relative mouse movement)
This package provides flying/swimming navigation in free 3D space. It builds a Sparse Voxel Octree representing the solid/empty state, and then applies Greedy A* algorithm for path finding.Currently in development. Please see README.md for a more detailed list of features and limitations, as well as how to use.
Generates 3D maps with a "Wave Function Collapse" algorithm.Includes a Blender add-on to cut a scene into 3D tiles for export into a Godot resource file.Refer to the README.md for getting the demo running.
Provides nodes for aerodynamic simulation.Enable plugin in project settings Project > Project Settings > PluginsAdd an AeroBody3D to your scene, and add one or more AeroInfluencer3D derived classes as children, adjust settings to change the characteristics.Development Direction:- Usability, stability, and performance.- More AeroInfluencer3D derived nodes (Dynamic rotor systems, primitive shapes, fuselages).- Aerofoil profiles for AeroSurfaces.- Energy–maneuverability graphs and aircraft performance profiling.
A plugin for painting plants and props on arbitrary 3D surfaces.It's meant to simplify foliage placement in a natural-feeling way without having to use heightmap terrain or writing procedural placement algorithms.It can also handle thousands of foliage instances without completely tanking the FPS (with an reasonable setup).This is a single player plugin and works best with finite medium-sized scenes. Think platformers, shooters, adventure games, anything with a hand-made level.
SpriteMesh is a plugin for Godot that allows you to create 3D meshes based on a 2D sprite.
An importer of VMF files into Godot. Useful instrument for people who used to work with Hammer and finds it most comfortable tool for level geometry creation.Features:- Brushes geometry import- Instances support- Native MDL support- Native VMT support- Native VTF support (only DXT1, DXT3, DXT5 supported)- Displacements import (with vertex data)- Entities support- Hammer's Input/Output system support- Surface props support- Material's compile properties support- FGD generator
Adds the VisionCone3D node, which tracks whether or not objects within its cone shape can be "seen". This can be used to let objects in your game "see" multiple objects efficiently. Default configuration should work for most use-cases out of the box but several performance tuning options are available. Shape can be edited in the scene view with gizmos and drawing debug information can be toggled on.See GitHub for 4.3 compatible version.
This is the Godot OpenXR Vendors plugin which contains:- platform dependent loaders for Android based XR devices- implementations of vendor extensionsLearn more about this plugin here: https://godotvr.github.io/godot_openxr_vendors/Use this version for Godot 4.4 and up.