The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like level of detail (LOD) to optimize performance.
For Godot 3, there’s the Godot Voxel addon, but it doesn’t have a Godot 4 release yet.
Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …
The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …
The latest inventory system is now available and it focuses on multiplayer permissions. The new Access Manager component validates client requests to ensure players can’t cheat and interact with inventories they’re not supposed to be able to have access to. New features: Bug fixes:
Terrain3D for Godot has been released
The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like level of detail (LOD) to optimize performance.
For Godot 3, there’s the Godot Voxel addon, but it doesn’t have a Godot 4 release yet.
Tutorial
Tutorial – Part 2
Terrain3D was announced in this Reddit post.
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Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …
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The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …
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The latest inventory system is now available and it focuses on multiplayer permissions. The new Access Manager component validates client requests to ensure players can’t cheat and interact with inventories they’re not supposed to be able to have access to. New features: Bug fixes: