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Rewriting the whole plugin in C++?

Open kubajz22 opened this issue 3 years ago • 4 comments

Is your feature request related to a problem? Please describe. Some of the parts of the plugin are quite performance hungry, especially the detail layer. And considering you probably have multiple of those it might be interesting to compare it with an implementation in GDNative. In my case I actually need a lot of detail layers and a huge terrain and each detail layer consumes a lot of FPS. I've already rewritten some of the scripts. (Takes a surprising amount of time.) Now when I think about it, I'm not sure if it's feasible for me to do the whole thing, but it might be if others help.

kubajz22 avatar Feb 20 '21 14:02 kubajz22

Detail layers aren't particularly optimized to begin with. The part that takes time could be shared in some way. Also it has to sample vertical bounds which could be stored in a hierarchical way but it makes things a bit more complicated. I dont plan to rewrite the plugin in C++ in the near future, but it might happen longer term.

Zylann avatar Feb 20 '21 18:02 Zylann

Ok, in the meantime I'll continue working on it. I could make a PR in the future if I'm actually successful.

kubajz22 avatar Feb 20 '21 19:02 kubajz22

@kubajz22 I don't think its worth rewriting things for Godot 3.2 but it might be worth writing it for Godot 4

darrylryan avatar Mar 03 '21 20:03 darrylryan

I opened #261 and have started implementing some things in C++, such as an Erosion Library. There's also FastNoiseLite which may be handy.

tay10r avatar Jun 23 '21 00:06 tay10r