Cory Petkovsek
Cory Petkovsek
Per this discussion with @wojtekpil, we can experiment with much larger spaces: https://discord.com/channels/691957978680786944/1065519581013229578/1127936984053186600 Opengl 3.0 requires 256 layers. Each layer has it's own independent max size. So even in opengl...
You can import any size terrain,
I have no plans to implement this idea. Managing the UI layout through GDScript and scenes is far more convenient than C++. I see no benefit to offering a single,...
For Terrain3D you can require the user to enable our full terrain collision in the editor. Or you can just detect if we're installed and query heights directly. https://terrain3d.readthedocs.io/en/latest/docs/collision.html As...
Godot should free the memory if you free the scene before reloading it. We have no problem swapping out Terrain3D levels in Out of the Ashes. Collision takes a lot...
You both could test debug collision, which uses a static body instead of the physics server. You could repeatedly enable and disable debug collision in the editor and see if...
Your player and camera can also be global. Ours is. There's no need to store your player within levels, or reload them when switching. You can specify any camera at...
I've continued to not see any issues with memory management, except that full collision takes a large amount of memory, but not an increasing amount. Collision has been rewritten in...
Certainly possible. You have to write a shader to do it.  * Set `mesh_vertex_density` to 10+ * Set `mesh_size` to 64 (to push an artifact on the LOD border...
What is on that documentation page is how to get flat normals. We've already discussed how to show flat normals on our terrain above. All that is remaining is painting...